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BlizzCon Overwatch Origins liveblog

The Overwatch Origins panel will begin at 11:30 a.m. Pacific. The BlizzCon schedule provides the following description:

Supercharged heroes, astonishing super-science, and super-secret syndicates with mysterious agendas -- witness the origin story of Blizzard's first all-new game universe in over 15 years, and explore the vision behind the world and gameplay of Overwatch.

We'll be liveblogging the whole panel right here. Updates will be in reverse-chronological order, with newest updates at the top of the page. If you only want the latest update, you can stay near the top. If you missed the beginning of the panel, scroll to the bottom.



12:30PM That's it for Overwatch Origins! Thank you for following our liveblog!


12:30PM Kaplan: "It looks like we're out of time because there's a line of big zeroes across the bottom of the stage."


12:29PM Q: "Love the demo. Mercy for days!" How will they avoid the comparison to a vertical TF2? Been heard a lot.
A: Kaplan says if anyone wants to compare it to TF2, it's the world's greatest compliment. One of Kaplan's favorite game, calls the people at Valve geniuses. But as you play the game, you'll see the differences. Yes, similarities, but there's enough different. The wide array of heroes changes the dynamic already and there's an emphasis on mobility. It isn't just about running around and putting people in your crosshairs like military shooters (which Kaplan says he loves in a disclaimer) and is more about their cool hero abilities.


12:27PM Q: Alternate skins?
A: Kaplan says "that sounds awesome, too. I hate giving these answers." They're not prepared to announce these sorts of things yet, but it seems likely.


12:26PM Q: Any chance for an adventure mode to see backstories and so forth?
A: No immediate plans for it, but "it sounds freaking awesome." Metzen says he's begging Kaplan to let them do it.


12:24PM Q: "Fighters of the Storm" easter egg in the demo. Will be more like that?
A: Panelists aren't sure how to answer it. Tsang loves fighters, says Fighters of the Storm is his dream. "There will be more."


12:22PM Q: "Heroes are fighting against each other" and there's no real big villain. Where is the line drawn? How do you know who is the hero and who is the villain?
A: Metzen summarizes the question: "What the hell?" While Metzen is after a big story and narrative, the conclusion during game development is the gameplay style demands gameplay freedom. If people really want to play four Winstons, you should be able to. Story doesn't play nice with that dynamic. Separating story and gameplay lets both of them take their shape. "Where does the narrative occur?" Nothing to announce yet, but there will be something. They want to do more cinematics and so on.


12:19PM Q: Another question about the story. Will it happen? Where will it be?
A: Metzen is vibrating with excitement. He says there are hooks, but they're not quite ready to show or announce anything. Are just getting started.


12:18PM Kaplan specifically apologizes for saying that was wishy-washy so don't take the "hats" answer as a "yes."


12:18PM Q: Will there be hats? "I'm really looking forward to hats."
A: "That's a great idea."


12:17PM Q: How long have they been working on the game? How long has it been in development?
A: Kaplan says roughly a year and a half, summer of 2013. They'd just wound down their previous project, dispersed the team to projects throughout the company. A small core group started on a new idea. Discussed various ideas. "You would be surprised how different they all were." Overwatch was the magical idea, everyone was on board.


12:15PM Question: Will Overwatch heroes make it into Heroes of the Storm?
Answer: Kaplan wants that to happen, very excited about it. Says they have to "Earn that right." We have to deem Overwatch worthy to be in Heroes of the Storm.


12:14PM Question: She asks about diversity, excited that there are 5 female characters. Asks if that will continue. If there will be more women, more people of color, more body types.
Answer: Chris Metzen says yes, all of the above. Speaking generally, he says they understand people want to be represented, and he wants them to feel represented. Everyone should be welcome in Blizzard games. Overwatch is seeking representation as an ideal.


12:12PM While Q&A is lining up, Kaplan asks the audience if they have a favorite hero yet. Loudest voice yelled Reinhardt.


12:12PM They're starting a brief Q&A. About 15 minutes.


12:10PM Jeff Chamberlain says Metzen has a scowl whether he likes or dislikes a pitch. Chamberlain not sure he should tell this story -- Chris tells him to continue. The pitch is made, Metzen is scowling. Metzen asks the room, "Do you want to make this story?" Chamberlain is nervous. Metzen says, "Because if you don't want to make this story, I don't want to work here."


12:07PM Metzen talking about how this is a change for them. They're so used to "indomitable Lich Kings" and planet-cracking aliens. He says he hopes people love it, but doesn't really care, because it makes him feel alive agian. Not cynical, reaching for everyone's inner 6-year-old in terms of getting excited. Like the boy in the cinematic.


12:05PM Arnold Tsang says Overwatch is the game he never knew he always wanted to make.


12:04PM Kaplan says "I'm no math genius, but there are 12 playable heroes at BlizzCon and I'm pretty sure there's more than 12 heroes in that lineup. Next topic!" Not an exact quote.


12:03PM Metzen says that artwork was particularly inspiring. Seeing the lineup teased the infinite possibilities.



12:02PM Arnold Tsang drew the character lineup art for Overwatch. "The game isn't about any one hero" so they did a lineup with their silhouettes and color palettes rather than just one hero. They crop it on either side when they show it sometimes to give the illusion it could go on forever.



12:00PM Cinematics says Winston was the most difficult for them, too. His armor is complex. Realistically he can't move in his armor, so it was hard to prevent clipping in the animation. They had to use camera angles to hide a lot. Widowmaker, on the other hand, was very simple.


11:59AM "Which character is the most difficult to work with?" Bill Petras says Winston is complex and demanding, he has different and complex motions between his standard movement and when he uses Primal Rage. His animations change altogether.


11:57AM The game artists were iterating on Tracer throughout the development process, but cinematics was sticking very closely to the original concept art. That caused some conflicts when cinematics looked at her in-game and noticed her proportions were different. While gameplay continued to iterate, it made them pay more attention to proportions and so on for their characters in-game.


11:55AM Kaplan cites Tracer as their Rosetta Stone. She's their centerpiece hero.


11:55AM He loops it back into Winston. Is Winston too weird for the basic level? Is Zenyatta? Have they already pushed it too far or not far enough? They're still figuring that out. Says there's an "infinite horizon" for characters they can add.


11:53AM Metzen asks "imagine Warcraft 1 with a draenei stomping by. Imagine it with Ragnaros." Again, rough quote. He says sometimes good ideas have to start simple. New mythology and new ideas can be woven in over time.


11:52AM Reaper's design came almost entirely from the art. They loved the concept art and said "we need to figure out what this guy does." Kaplan asks Tsang where Winston came from. "He came from the moon." In seriousness, Tsang said they wanted to see how far they can push the fantastical aspects of design while keeping it within the world they've made for Overwatch.


11:51AM Kaplan makes a crack about their clothes. "We look like an advertisement for the Blizzard store. Kind of embarrassing."


11:50AM Like in most other Blizzard panels, Chris Metzen asks "What's the fantasy?" How do they want heroes to feel, how do they want players to feel? Pharah all about justice and order, they start finding her personality throughout the design process. Some of it happens in the recording studio with the voice actor. "Yeah, that's it! No no, she wouldn't say that."


11:48AM They showed concept art of Pharah. Went through a number of iterations. A super-detailed Gundam-style mech, down to a guy with a jetpack and almost no armor, then built back up to become Pharah we see now.


11:47AM Pharah, sorry!


11:47AM Development of the cinematic began long before they usually do in development of a game. Kaplan is asking about where the ideas for heroes come from. Arnold Tsang says "heroes come from everywhere." Sometimes the team submits ideas, sometimes the designers come up with something, sometimes artists have a good visual hook. Pharah came from a developer saying "why don't we have a hero with a jetpack and rocket launcher?" Phara's original nickname was "rocket dude."


11:44AM The first character they modeled was Torbjorn. Arnold Tsang seems excited they can really show off different materials in the armor. Metal, plastic, cloth.


11:43AM Kaplan asking the panelists how they plan to make Overwatch a Blizzard universe. Petras, speaking from the art perspective, says there's a heritage to Blizzard art: vibrants colors, approachability, etc. Dropping buzzwords. "Readability" and "edgy" and so forth. Ultimate goal is for everything to be clear and obvious: you can tell where a character on the field is going, where they're aiming, what's happening.


11:41AM Tracer talking to the kids at the end was supposed to be "THE moment" of the cinematic, but the relationship between the brothers stole the show, in their opinion. Not a bad thing.


11:39AM Discussing the cinematic: Jeff Chamberlain talking about cinematic design. Originally aiming for the usual heavy, epic Blizzard approach. Arnold Tsang asked, "Why not make it about some kids?" Chamberlain was skeptical, but after the question "Do you like the Goonies?" they reconsidered and went with the kids in the museum.


11:38AM Jeff Chamberlain and Arnold Tsang offering commentary on trying to align the in-game and cinematic visuals, as opposed to older games where they rarely matched up due to computing limitations. Striving to create a new aesthetic, but continuing the iconic Blizzard style.


11:35AM Chris Metzen says "this is a Bill Petras world" in reference to the strong colors and general art direction. Rough quote: "It's Blizzardy, but it's this new thing."


11:34AM Bill Petras is discussing being reunited with Chris Metzen to work on Overwatch. Kaplan states World of Warcraft was their vision. Petras says Chris Metzen's excitement is infectious. I think we've all experienced this over the years.


11:32AM We have Chris Metzen, Jeff Chamberlain (who directed the Wrath of the Lich King trailer), Bill Petras (art director of Overwatch and original art director of World of Warcraft), and Arnold Tsang, lead character concept artist of Overwatch.


11:31AM The panel has just begun! Jeff Kaplan is currently recapping yesterday's announcement and introducing the panelists.


The panel will begin shortly!