AusGamers' own Joaby Gilroy was invited out to BlizzCon where it was almost impossible to pull him away from the Overwatch stations. Turns out, he's fallen head over heels for Blizzard's take on Team Fortress 2. And sure, for most us our heads are way higher than our heels, but you get the idea. Anyway, in-between rounds of Overwatch he found time to chat to the game's principal designer, Scott Mercer. And talk about everything from accessibility, to the range of different heroes, and developing the game for PC and console.
"We look at all the characters and make sure that how all the buttons map to their abilities makes sense for all of them," Scott Mercer, Principal Designer on the game told us. We were sitting in either a small room or a large cubicle, depending on your outlook, while below us some 25,000 Blizzard fans lined up for all sorts of activities."That way we don't run into situations where it's like, 'Oh, I need to do this move, and I need to hit this button and this button and this button all at the same time,'" he continued, contorting his hand around an imaginary controller as he spoke. "But, wait, I don't have a finger for this button. Part of the console development's going through every single hero and making sure that the controls work for every single one of them."
Click Here to Read 'Overwatch - Accidentally Deliberate: a Chat with Blizzard's Scott Mercer, the Game's Principal Designer'