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Anonymous /vg/528338389#528424060
6/22/2025, 8:48:23 PM
>>528421541
I'm actually on the side of people who think ranked ladders are bad for game success and overall community health, but that's a different discussion.

>>528421931
They're just lore-accurate UNSC ranks with some fun flavor ranks once you break through general. There were two major appeals to this progression system.
First, your rank and profile were visible to everyone at all times while in lobby. In modern games, and particularly Overwatch, career profiles and ranks are very difficult to access. Prior to hero bans you didn't have much time at all to see your team's profiles. You have to travel through multiple menus to reach them, then most of the time you can't even view them anyway. In Reach, profiles were on the front page of the lobby the entire time during the queue. As lobbies were stacked you could talk to people in the queue with you and view their profiles from the front page. This put your accomplishments front and center rather than tucked away in the closet.
The other major appeal was how cosmetics were tied directly to ranks. Each grade, or step, in rank unlocked specific cosmetics. Armor was fully customizable even down to selecting unique shoulder pads on each side and various accessories dotting the body. Players were able to select exactly what cosmetics they wanted and express themselves freely. The only way to get more cosmetics was to keep playing the game. To add, your custom armor was visible at all times just like your rank, making it a very significant part of player identity.

>>528422231
People would care if it was actually visible. People liked having level portraits in OW1. Blizzard took numerous steps to remove player identity from OW2. Initially removing level portraits was a part of that. Where other developers have thrived in making player identity a core feature, Blizzard fears it and has run from it. Which is ironic, as they are the developers of WoW.