Not only are there more people making things in Workshop than he ever imagined, people are playing Overwatch more as a result. "We thought maybe a few people will try it and then, by the time it releases, there will be a couple of people making content," he says. It's been barely two months since Workshop launched on 24th April and Miron is amazed at the response. Workshop lets you mess around with the fundamentals, gives you real programming-like power over the way characters and their powers work, and maps and their rules. After all, Miron helped create the Overwatch Workshop tools people are using to pull apart Blizzard's game. Just a couple of tweaks to the way the game works but, "Man," Miron tells me, "it makes a really big difference." You wouldn't think they'd impress an Overwatchlead gameplay designer but they do. McCree's Hot Potato and the Agar.io mode are both so simple. But the aim is the same: grow so big you consume everyone around you. In Overwatch, you're not a blob, you're blobby Roadhog, and every time you hook another player or grab a power-up, the sphere around you grows. Miron also likes another mode based on a web game called Agar.io, where you're a blob and loads of other people are too, and you need to grow big enough to eat them. If you're the hot potato, you're on fire and your health burns away, so you need to pass it on by shooting or hitting someone before you die. It changes Overwatch so a small group of McCrees play against each other, passing a burning buck. And it's about a game mode in Overwatch that Blizzard didn't make. Well yes, don't we all, but what I find striking about the sentiment is it comes from Blizzard, from an Overwatch developer and a very senior one at that - lead gameplay developer Keith Miron.
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