Ok, I have to get on my soap box here.
Plenty of successful competitive games use custom variations which started with some degree of hesitancy before moving into the mainstream. LoL and Call of Duty are the most obvious examples.
Here’s the thing - we can complain about how hard it is to balance a game around customizable options, about how hard it is to learn how to compete against all these options your opponent might throw at you and these arguments all boil down to.... it's hard. Not it’s impossible. Not even that it hasn’t been done before (because it has, just not as much in the FGC yet).
And I don’t buy these arguments, not for a minute. Here’s why:
- The FGC - both developers and players - have overcome balance and learning challenges associated with a gazzillion options. MVC2 and 3 launched with a plethora of team composition permutations and assists. The FGC did fine. Smash Bros. Ultimate released with 74 characters and was heralded as one of the most balanced rosters ever. The FGC did fine. Each Tekken character has a move list that looks like the entire custom move set for a MK11 character. Tekken 7 launched. The FGC did fine. We cannot argue that NRS and the NRS community is somehow so mentally incompetent that it can’t handle the complexity and variability that these, frankly rather short, custom move lists provide
- The overarching gaming landscape has evolved, and the FGC must evolve with it or slide back into irrelevancy. We had a fantastic golden age in the '90s, and then the genre stagnated and slowly dwindled into an archaic niche of diehard enthusiasts. Then SFIV breathed new life into the scene and helped all developers such as Arc Systems Works and others finally get the attention they deserved. MK9 returned to its 2D roots, MKX brought us variations. MVC3 hit the scene hard. The FGC entered a renaissance. But we'll get left behind again if we grasp too tightly to our old preconceptions and don’t take risks to move the genre forward
Look, I’m not proclaiming the FGC apocalypse is upon us and that the scene will flame out in the next couple of years. But if you want fighting games to be relevant over the next 10 years, and if you don’t want this scene to become the gaming equivalent of the Ham radio hobby, then you need a better reason to fight change than “it's hard.”