Let's look at Spectating - Group Editorial

The Editorial Crew here at GosuGamers, joined by special guest and caster of our tournaments ZP_TV, took a look at the current spectator mode that Blizzard luckily already implemented. While the spectator mode does have some features already in place, we feel like the points we are about to mention are crucial for an optimal spectator experience.

GosuOverwatch Editorial Crew

Dorazion

A killfeed is the most important thing missing from the current spectator mode. Also, an indicator of a hero's HP and how much damage a particular hero is dealing.



Competitive Overwatch is entertaining when you are able to discern the differences between different team compositions. Individual players are capable of making power plays (which is what a kill feed illuminates) but HP bars allow audiences and casters to make sense of a team fight. It’s impossible to tell whether or not shots are actually hitting their target unless you are watching from 1 players perspective.



Also, a minimap is vital. Honestly, just watch a CS:GO broadcast. We need all of those things.

Nydra

I feel like even if we don’t get it in game, a minimap (or full-map mode on TAB) is essential for an observer mode. Tactical shooters are all about, well, tactics and movements, and flanks, multi-pronged attacks and defense set-ups are a major part of the in-match storytelling.

Apart from that, some indicator of how well each player is doing will be fantastic. Let us see the takedowns for each offensive character, or damage blocker for each tank, or healing done by Mercys and Lucios, all available on a single convenient screen.

But most of all, I want to see a clever way of tracking hero changes. This is one of the unique features of Overwatch and it’s necessary to narrate through a match properly. How it can be done? No freaking idea...

Broeder

The process of developing a good spectator mode for Overwatch has obviously only just started. The Beta started a few weeks ago, and a lot of other things should take priority. But the fact we already have a half decent spectator mode shows a lot of promise.

One of the suggestions I have for the developers is to add predefined camera locations for observers to make use of. These locations would primarily be up in the sky above areas that get a lot of action like capture points. These predefined camera angles would allow observers to quickly add clarity to teamfights without having to fly to such a location and then having to figure out the best positioning.

Another suggestion I have is adding a sort of map mode which could be used to highlight team positionings right at the start of matches, or when the focus switches from one capture point/location to another like in Hanamura. Such a map would allow casters to predict what each team will try to accomplish through their positioning, and would add a different type of commentary to broadcasts.

Hexagrams

I think a great start to a new spectator mode would be not having the game rip the camera from my hands whenever it feels like it. In all seriousness, spectator mode is missing a lot of features; being able to start a timer, both counting forward and in reverse, would be an excellent widget to add to the panel.

And while we’re talking about widgets and customization, being able to move where the hero icons are located, from the bottom to perhaps the sides, would add a great deal of spectator UI customization. Overall, the ability to make the spectator UI non-standard, to make it unique to the spectating experience, is the overhaul that the UI needs.

Matthieist

I fully agree with my colleagues regarding the spectator mode, so I want focus on something else. Within the community I’ve heard several people suggest tournaments should put a pick limit on heroes. This means that, for example, a team cannot choose to play with six Törbjorns at once, which would be a horrible idea anyway.

I argue against this idea, since most of the times picking multiple copies of a hero will not go in your favor. The heroes all have their applications, but running multiple copies of one hero will make your composition incredibly weak if the enemy has a counter to it. We’ve seen teams, for example NotEnigma, pick 5 D.Va’s at the end of their defense on a payload map, just to stall the progression as long as possible. Sometimes they succeeded with it, sometimes they didn’t. In cases where they were up against a worthy opponent (e.g. Hubris), who knew how to counter D.Va, they often still lost. So I see the multiple pickings as part of a learning curve for a player. Your opponent has 2 Winstons? Well, adapt to it. Pick Reaper, Zenyatta or McCree. It’s all about exploring the strengths and weaknesses of a character.

ZP_TV

One interesting feature that could be made available to spectators is a mini-Play of the Game system. If the spectators watched the game on a 1-2 minute delay, the game could subtly alert those working the camera when a high point value play (ie: what normally gets POTG) is coming up, and allow the spectators to catch it in time. With so many heroes being able to make iconic plays, casters can use the help to pinpoint those exact moments.



Aside from that, I echo most of the other feedback that the others have submitted - particularly when it comes to pre-defined camera spots for quickly moving around the map as a spectator. The less effort has to be put in observing so to say, the more effort we can put into casting the already great gameplay.

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