I can see it's pretty useless to try and engage TC in any way, so, I'll just have a discourse with other people instead.
I'd first like to preface this by saying I don't actually play
Overwatch and I'm not familiar with the intricacies of characters and abilities. Still, since this is about game design, I can definitely talk in broad strokes.
Lufia Erim said:
1) Destiny did this first. And it still has a pretty solid player base. Blame activision/Bungie for making this acceptable practice.
In no way, shape or form has
Destiny been the first game without a story mode introduced inside it. I can point at multitude of examples:
Pong and
Tetris come to mind, but if we are talking about competitive online games, how about stepping back to around the start of the millenium with
Unreal Tournament. Since the OP contains many comparisons to
Team Fortress 2 I definitely have to point out that doesn't have a story mode, either. I've played
Team Fortress Classic and I assure you, it had even less story in the game than TF2. I've not played the original
Team Fortress but I'd hazard a guess that's also the case. There is also
DotA,
Leage of Legends and many others that came out way before
Destiny.
It is "accepted" because you don't generally need a story mode for any game ever. Especially if you're focusing on multiplayer.
Why you chose to point at
Destiny I do not know, nor do I know why it's somehow a "new" phenomenon.
Neverhoodian said:
Gethsemani said:
Had the entire cast been gruffy 30-something white dudes with 5 o'clock shadows, you can bet your ass that you'd never get the same instinctive recognition of who's attacking you.
If you'll allow me to play Devil's Advocate for a second, may I remind you that TF2's cast consists mainly of "gruffy 30-something white dudes with 5 o'clock shadows," and I never had any problems telling them apart thanks to their distinctive silhouettes:
Don't get me wrong, I agree with your argument as a whole. I'm just saying you CAN have a (mostly) racially homogeneous cast in a class-based shooter and make them distinctive from one another.
Yet, if we apply OP's logic, then that cast is WRONG! Why have a black Irish man? Why have a Russian? Why have an Australian? Those are characteristics that don't compliment their characters at all.
Broderick said:
I think this is literally the only time when Epyc wynn has any sort of actual point. Roadhog is classified as a tank in game, however, he is really a dps character with a high health pool and a healing ability. He has no actual tanking abilities to speak of.
That's a variation of tanks called "bruiser". They are, as you described them, high HP characters that have high DPS. Their role is to get into the enemies faces and force the enemy team to waste effort taking them down, instead of the squishier characters. In more PvE oriented games, you'd have some sort of warrior with aggro mechanic, but in PvP, you cannot force players to attack a target via artificial means, hence you make one character seem big and scary.
Roadhog is really just a variation of the Pudge character from
DotA: Allstars - high HP, the most distinctive ability is a hook ability - a long-range trickshot that can pull an enemy to him. The same archetype shows up in
Heroes of the Storm as Stitches - also high HP, has a hook ability. Roadhog is another variation of it. In fact, you can very clearly see the resemblance as all three share the same body type - very heavy frame. Sure, you can point out that Pudge and Stitches do come from the same base - Pudge used the abomination model in Allstars, Stitches is an actual abomination, yet the WC3 abomination doesn't have a hook ability. It was something introduced in
DotA and stuck around.
So, yes - he's a tank. Bruisers don't tend to be the main tank, but can definitely classify as secondary, at least. In some cases, you can have a bruiser as your main and only tank, but it requires a team composition to back this up - generally very high damage characters, so they deal with the enemies, as the enemies try to deal with the bruiser. In such cases, the bruiser is usually expendable - their job is to just stay around enough for their team to pick off some enemies, this when the bruiser is dead, the team can deal with the remains. Or alternatively, you can have supports that have damage mitigation/HP recovery abilities to keep the bruiser in the fight.