kabelfritz
Master
what are the pros and cons of the variation system? i think this issue matters for both personal fun as well as tournament hype. ill try to start a discussion about the future of MK.
with variations, you get to use and see more different characters and actually individualize your gaming experience to a high degree. variations are ultimately a reaction to the balance disaster of mk9, where some characters were barely played while others were dominant. having different variations for each character raises the chances that at least one of them is playable without severe disadvantages.
but the problem is partly just pushed back a layer. while you now have better chances to see all characters just in terms of visual and personality style, many of the actual gameplay-variations will be a rare sight. the variation solution covers the imbalance lore-wise, but not gameplay-wise.
also, a core part of the fun to me is not only to master a variation, but also all the matchups. but a game with three variations per character now has almost a hundred variations, which in terms of gameplay have to be viewed as unique characters, even though there are similar triplets. who, except a handful of people on the world, can learn that? the result is that many matches will be decided by matchup unfamiliarity, which is less fun to play AND watch to me than fully fleshed out characters in explored matchups going at each other. the latter would be the highest possible level of play and enjoyment to me.
these are my points, im glad to hear others. i think that the variation system has introduced appreciable individual freedom and character balance (lorewise), but also introduced overcomplexity and randomness. the perfect solution to me would be a game with a limited amount of chars/variations but great balance. Great balance is something that is hard to foretell and achieve though, so varations might minimize the risk of having an extremely lopsided game.
practically, i can imagine the next mk having 2 variations per char, which would at the same time reduce imbalance while keeping the complexity at a managable level. but variations shouldnt consist of more or less randomly thrown together specials like mk11, but fully fleshed out unique styles like in mkx. maybe they can start the production with a single archetype in mind, then design the 2nd variation to cover the chars weaknesses.
i could also appreciate (maybe even more) to move back to mid-game style switches like in the 3d era.
with variations, you get to use and see more different characters and actually individualize your gaming experience to a high degree. variations are ultimately a reaction to the balance disaster of mk9, where some characters were barely played while others were dominant. having different variations for each character raises the chances that at least one of them is playable without severe disadvantages.
but the problem is partly just pushed back a layer. while you now have better chances to see all characters just in terms of visual and personality style, many of the actual gameplay-variations will be a rare sight. the variation solution covers the imbalance lore-wise, but not gameplay-wise.
also, a core part of the fun to me is not only to master a variation, but also all the matchups. but a game with three variations per character now has almost a hundred variations, which in terms of gameplay have to be viewed as unique characters, even though there are similar triplets. who, except a handful of people on the world, can learn that? the result is that many matches will be decided by matchup unfamiliarity, which is less fun to play AND watch to me than fully fleshed out characters in explored matchups going at each other. the latter would be the highest possible level of play and enjoyment to me.
these are my points, im glad to hear others. i think that the variation system has introduced appreciable individual freedom and character balance (lorewise), but also introduced overcomplexity and randomness. the perfect solution to me would be a game with a limited amount of chars/variations but great balance. Great balance is something that is hard to foretell and achieve though, so varations might minimize the risk of having an extremely lopsided game.
practically, i can imagine the next mk having 2 variations per char, which would at the same time reduce imbalance while keeping the complexity at a managable level. but variations shouldnt consist of more or less randomly thrown together specials like mk11, but fully fleshed out unique styles like in mkx. maybe they can start the production with a single archetype in mind, then design the 2nd variation to cover the chars weaknesses.
i could also appreciate (maybe even more) to move back to mid-game style switches like in the 3d era.