There's a question that Matt Lees of cool ghosts floated in a recent video essay:
Where does the game reside? I think that it's an interesting tool to apply to analyzing games, when you're trying to figure out what works and what makes a game fun.
With a lot of shooters, a big chunk of the game resides in the lobby and loadout menus. There's a healthy amount of down time between each match -- often 1-3 minutes are set aside even after the matchmaker has finished gathering a team -- and you can use this time to futz with your loadouts and prepare for the map that you're about to play. That's not necessarily a bad thing. Lots of shooters have loadout menus packed with lovingly rendered machines of death. It can be a lot of fun to browse through chunky grenades and sleek sub machine guns and contemplate just how you should lay waste to the other team.
But Splatoon is different. Very little of the game resides in menus. You might visit the loadout screen once every two hours, if you're being specific about matching weapons to maps. You might not visit it for days, content to duck into shops and hit the "equip" button on your purchase when you want to change things up. Critically, when it comes time to find a match, you're done with loadout menus. There's a little bit of down time between matches -- enough for the matchmaker to do its work -- but that down time is brief. It's barely enough time to unlock a phone and take a peek at a Neogaf thread, much less be enough time to give some genuine thought to loadout choices.
I like this property of the game a
lot. I like that I can get up a bit early and squeeze in a few matches before I have to get ready for work. I like it so much that I actually get impatient when playing Overwatch, which is basically the gold standard, on other platforms, for short match length and quick matchmaking.
Of course, not everyone is me. I don't know how this does or doesn't contribute to the game's popularity. I do know that, to me, the focus on getting matchmaking right is part of a the team's laser focus on getting
all the little details right, from the sound of paint sloshing in the victory/loss bar at the end of the match, to the way that your squid smiles so joyfully when she wins, with her two pointy little teeth. I don't think that a team that was capable of just copying what other shooters have done would also be capable of making such a detailed, quirky, lovely game. The quirks are part of the package, in other words, inextricably entwined with the good stuff.