VladMkd
Noob
So it has been a year since the game has come out and I believe this is enough time to at least have a discussion about the implementation of the variation system and how it has worked out so far for the game.
What I find somewhat bewildering is the amount of top players that i hear still say they lost to so and so because they had never versed this variation or were very unfamiliar with it. NOW you could say its their own fault, they could easily practice those variations for themselves. The issue therein lies that you can't get adequate experience without consistently playing against those variations. Also, no one really wants to lab these random variations on the off chance that they MIGHT come across something weird in tournament. One year isn't a long time for a fighting game generally, but in terms of NRS games that is equal to half the games lifespan and going towards final patches. Is the variation system a great long term idea that can extend the games lifespan? Or will NRS support eventually trump the communities attention with a new fighting game release. If history does repeat itself and this game does only last 2ish years then was the variation system a good thing from a competitive standpoint ?
There are 99 variations in this game if i am not mistaken, or equal 100 with triborg. That is 100 characters give or take. Do you feel it should have been 2 variations? Or maybe an actual stance switch option to go between fighting styles somewhat like Wonder Woman and Nightwing so you have that extra layer of depth without causing issues regarding inexperience. Personally it is something I would like to see in the next MKX game with each character feeling fuller instead of being stretched out across 3 different variations (although some are great). Ultimately it doesn't matter because it is a video game that sold very well to a good response and the issues people have do not lie in the variations themselves but rather some of the games design choices.
What are your thoughts ??
What I find somewhat bewildering is the amount of top players that i hear still say they lost to so and so because they had never versed this variation or were very unfamiliar with it. NOW you could say its their own fault, they could easily practice those variations for themselves. The issue therein lies that you can't get adequate experience without consistently playing against those variations. Also, no one really wants to lab these random variations on the off chance that they MIGHT come across something weird in tournament. One year isn't a long time for a fighting game generally, but in terms of NRS games that is equal to half the games lifespan and going towards final patches. Is the variation system a great long term idea that can extend the games lifespan? Or will NRS support eventually trump the communities attention with a new fighting game release. If history does repeat itself and this game does only last 2ish years then was the variation system a good thing from a competitive standpoint ?
There are 99 variations in this game if i am not mistaken, or equal 100 with triborg. That is 100 characters give or take. Do you feel it should have been 2 variations? Or maybe an actual stance switch option to go between fighting styles somewhat like Wonder Woman and Nightwing so you have that extra layer of depth without causing issues regarding inexperience. Personally it is something I would like to see in the next MKX game with each character feeling fuller instead of being stretched out across 3 different variations (although some are great). Ultimately it doesn't matter because it is a video game that sold very well to a good response and the issues people have do not lie in the variations themselves but rather some of the games design choices.
What are your thoughts ??