"Closer to Korean Fans": Why Overwatch Chose Nexon

오버워치 Overwatch
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The 'Overwatch' development team evaluated Korean players not merely as a large user base, but as a community that directly influences the game's meta and balance. As prime examples, they cited the past GOATS meta, the introduction of Role Lock, and the return of Open Queue, while pointing to Winston—who showed uniquely high efficiency in Korea compared to other regions—as a recent case. The flow of strategies created in Korea spreading to other regions is also something the development team continuously monitors.

On the second day of Overwatch Day taking place in Busan, Walter Kong, General Manager of Live Games & Mobile / Senior Vice President, Ben Bell, Executive Producer / Senior Vice President, and Aaron Keller, Game Director, attended the joint on-site interview. Walter Kong oversees the overall long-term strategy and future of the franchise, Ben Bell manages general production encompassing the game, development team, and fan community, and Aaron Keller leads the gameplay vision and direction.

On this day, the developers explained that the partnership with Nexon is not a simple transfer of service, but a long-term strategy to expand the 'Overwatch' user base in the Korean market and hear players' voices more closely. They also teased that after Season 4, two new heroes, a new map, and a Halloween event are being prepared. The following is a summary of the main Q&A conducted on site.

오버워치 Overwatch
From left: Walter Kong, General Manager of Live Games & Mobile / Senior Vice President; Ben Bell, 'Overwatch' Executive Producer / Senior Vice President; Aaron Keller, Game Director ©INVEN Reporter Sujin Kim

What motivated the partnership with Nexon, and what was the background behind Blizzard feeling the need for collaboration?

Walter Kong = It goes back a few years. Around 2022, as 'Overwatch' established itself as a live game, we evaluated various opportunities for strategic growth. Korea was a market with particularly high potential, as player support had been extremely strong since the early days of 'Overwatch'.

We examined ways to present 'Overwatch' to more players with an open mind, and considered partnerships as an important option among them. When selecting a partner, we valued live game operations experience, expertise in the genre, understanding of the Korean market and players, and experience collaborating with other companies. Nexon received very high marks on these criteria.

Ultimately, this partnership can be called a strategic decision aimed at providing better service to existing 'Overwatch' players while expanding the player base for the future.

How important is Korea as a market when reviewing regional balance data? Would a separate balance patch specifically for Korea be possible?

Aaron Keller = When adjusting balance, we look at various data together. We refer to regional play data, differences by platform such as PC and console, and player feedback communicated through the community team. We hold meetings about balance multiple times a week.

Among them, Korea is always one of the regions we look into deeply and separately. This is because certain heroes are more popular or exhibit different win rates compared to other regions, and there are cases where metas or strategies that originated in Korea spread to other regions.

However, balance patches applied after reviewing all this data are basically applied identically worldwide. We do not attempt to apply different balancing for each region. That said, separate adjustments may be made when the gameplay environment itself is different, such as on console or in 5v5 and 6v6.

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In that case, are there representative examples where the game was changed due to a meta or playstyle created in Korea?

Aaron Keller = A prime example would be GOATS. It was the dominant playstyle for a significant period and was one of the catalysts that led the development team to introduce Role Lock.

What's interesting is that we later received a lot of feedback from Korean players saying they missed Open Queue. Player feedback from Korea also influenced our decision to reintroduce Open Queue to the game.

A more recent example is Winston. Over the past year, there was a period in Korea where Winston was used as a very popular and effective Tank hero, whereas the same phenomenon did not occur in other regions. It was interesting that Winston was utilized particularly effectively in Korea.

It is also interesting to see Jetpack Cat being paired with various heroes like D.Mon, Bastion, and Cassidy in recent World Cup or OWCS matches. I believe that top players creating such creative strategies is positive in terms of viewing enjoyment and interest in esports.

Like Winston or Mauga in the examples, in the US, healer pick rates for Mercy or Juno appear high. What is the development team's analysis as to why the meta appears differently in each region?

Aaron Keller = Looking closely at the Korean region, I think there is a particularly strong tendency to play 'Overwatch' with a competitive mindset. Players value practicing to get better and approach the game seriously to win.

Once it becomes known that a certain hero is more effective, many Korean players quickly shift to that hero and practice to get better at them. While this phenomenon can also be seen in high skill tiers in other regions, looking at global players as a whole, there are also many players who just want to come home after work and enjoy the game itself. In those cases, they tend not to follow the meta or latest trends as actively as Korean players do.

D.Mon was buffed quickly twice right after release. How do you view D.Mon's current spot and future balance direction?

Aaron Keller = We are very satisfied with D.Mon's current spot. When releasing a new hero, our philosophy is to launch them with sufficient competitiveness rather than in an overly weak state.

When D.Mon was first released, we immediately realized she was not as strong as intended. So we applied the first adjustment the very next day, and made another adjustment within the same week.

I think she is in a fairly appropriate spot in the current season. However, there is a possibility that we will make additional adjustments moving into Season 5 and Season 6. A relatively large seasonal balance patch is also scheduled in a few weeks, and personally, I think one of the adjustments to be applied to Jetpack Cat will be particularly interesting.

You emphasized hearing the voices of Korean players more closely through the collaboration with Nexon. Specifically, what changes will occur in game development?

Ben Bell = The ultimate goal of this partnership itself is to get closer to Korean fans. Because Nexon has extensive experience and a deep understanding of Korean players, we view this as an opportunity to listen to players' stories more closely and understand what can make the game better for Korean players.

We want to get closer to fans in any region. In Korea, Nexon will be a huge help in that process. However, regarding specifically how changes will manifest, I believe we are currently in a stage of learning and listening. We will be able to show more in the future.

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Korean players who linked their Nexon accounts now find it difficult to play with overseas users. Is there any plan in the future to provide global matchmaking or cross-region group play again to those with linked Nexon accounts?

Ben Bell = We are hearing that feedback. When linking Blizzard and Nexon accounts, players play within a Korea-focused community. Through this, our goal is to offer an experience optimized for Korean users—not only in terms of content and events, but also overall service quality.

While preparing the partnership, we closely examined how these changes would affect users. We also plan to continuously monitor matchmaking and match quality. Ultimately, our goal is to provide high-quality service focused on Korean players.

How will Nexon's operational expertise be utilized to create a comfortable play environment?

Ben Bell = Specific operational details would be better answered by Nexon. However, having a partner focused on Korean users is a huge help to Blizzard in itself.

Nexon's assistance will be important in better understanding what is happening in-game and what is being discussed in the community, as well as identifying which issues to prioritize. Specifics regarding customer support or day-to-day service operations can be explained in more detail by Nexon.

An annual roadmap was announced earlier this year. What content can we look forward to in future seasons?

Aaron Keller = There are still many things to look forward to this year. Two new heroes are scheduled to be added, and we are also preparing a new map.

Currently, 'Overwatch's' first annual narrative arc is also at its midpoint. Among the stories yet to be revealed, there are parts that fans will really love.

This year, we are also trying many more unique event formats than before. I don't want to spoil too much, but in Season 5, a really fun event related to Halloween is being prepared.

Will there also be changes to the Korean 'Overwatch' esports ecosystem through the collaboration with Nexon?

Ben Bell = Korea has always been an important region in 'Overwatch' esports. There are so many great players, teams, and coaches.

While 'Overwatch' esports itself is a global sport, we hope to develop more programs together with Nexon. We hope to create an environment where players of various skill levels can participate in esports and support the community from the grassroots level to build a larger and more active competitive ecosystem.

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We are curious if there are plans to regularize large-scale offline events held in Korea like this 'Overwatch Day'.

Walter Kong = Regarding large-scale events held in Korea, we will likely follow our partner's direction closely. Nexon will be able to answer more specifically about what kind of events can be held in the future.

Nexon also holds a wide variety of IPs. Can we expect skin collaborations between Nexon games and 'Overwatch' in the future?

Walter Kong = I cannot talk about specific planned collaborations. However, I think collaborations are a great way to bring new enjoyment to different fanbases and allow fans to experience what they love inside 'Overwatch'.

We will continue to seek out collaboration opportunities globally. Among them, there could be collaborations that start in Korea and are applied to global 'Overwatch', as well as collaborations targeted exclusively at Korean players.

For collaborations tailored to Korea, we will discuss closely with Nexon to find which opportunity is most suitable. The fact that collaborations remain an important part of the 'Overwatch' gameplay experience will not change.

Lastly, how do you feel meeting Korean fans in person in Busan again after 10 years?

Walter Kong = Both yesterday and today were extremely enjoyable experiences. We held the 'Overwatch Festival' in Busan in 2016, and Korean players have continued to give us tremendous support since then. Looking back at the history of 'Overwatch', I feel we have built the game together with Korean players. Personally, this is my first time visiting Busan, but from the perspective of 'Overwatch' as a game, returning here after 10 years feels special.

Ben Bell = Through the fan signing session, we were able to hear players' personal stories directly. Hearing firsthand why they play 'Overwatch', what they love about the game, and what relationships and connections they have built through the game is incredibly important to us. I plan to take the inspiration gained here back to the development team and share it with them.

Aaron Keller = I still remember seeing fans stream in continuously when the venue doors opened yesterday. The energy and passion of Korean fans were truly impressive.

There is a reason why both D.Va and D.Mon, former pro gamers in the 'Overwatch' universe, are Korean. Globally, Korea has an image as the center of competitive gaming culture. Creating characters, locations, and events based on Korea is a great way to showcase the competitive gaming culture of 'Overwatch' to the world.

This article was originally written in Korean and translated with the help of AI. It was then edited by a native English-speaking editor. All AI-assisted translations are reviewed and refined by our newsroom. [Read Original]

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