OneWingSephiroth
Smash Journeyman
In SC2, there was playable characters, however make no mistake, Xianghua was pretty ******** in SC2...her 8-Way run game in there was simply appauling, and Mitsu's Kb2 was something to remember (forgot which version that was in), however it had a solid balance.Ah, you've made some good points in response.![]()
It's definitely true that a game can remain popular for a long time even if it has terrible balance issues, but I think it's a much more enjoyable situation if it has a long competitive lifespan while having a large amount of the cast remain competitive. A couple years into SC2's lifespan, the worldwide SC community agreed that Xianghua was definitely the de facto competitive character. But you'd still see the mid/lower tier represented (and winning!) in major tournaments like the 2004 Cannes World Cup. I doubt that would have occurred if we were still playing ver. A of SC2 at that point.
I still stand on the legs of SC1, that game had very good balance, but what made it excellent was really it's game engine.
In all honesty, if you want my opinion, I really believe that balance is quite overrated, a fighting game above all else needs a very good game engine, and that can and will almost always out way the balance factor.As for your examples of completely unbalanced but long-lasting competitive games... Sure, they're perfectly fun and playable, but I still maintain that being balanced would have made them better. Like you said, they have some great base mechanics but some stupid character-specific stuff. What would have been the harm in either toning down the idiotically strong tools of the top-tier or beefing up some of the weaker characters while leaving the system itself untouched? No "watering down" of the core mechanics, which you say is your biggest beef with patching. Just maybe making that half-life combo off of a special low undoable or making a weak character's bread and butter a little safer. Any huge system-wide changes usually come with the next game in the series, not with patches...
I do agree on that some "stupid options" need to be toned down, however, what really annoys me is that the "strong" characters get toned down...well, too much. Super Turbo HD-Remix so far has shown the best way of toning things down, and imo, this is what should occur in all fighting games.
In there, Balrog's Grab led to 50/50 mixups, no matter what, which was incredibly abuseable and difficult to get out of. However, what they did to balance that out was to make the grab throw you away much farther, making it more difficult for Balrog to get the mixup in, and allowing the player to escape if he reacts fast enough. This makes it so that it's effective, yet not over the top stupid.
So the results are, Balrog is toned down, but he is still, a very strong character. What I don't like is what I saw in Tekken 5 5.0 to 5.1, where Nina's d/f+1,2 became so ineffective, it was unsafe...now that's ********. Namco has a tendency to do that to many of there fighting games and there characters, which is why I'm still throwing out the caution flag, Capcom in recent times has learned to do things correctly in there most recent fighting games.
However, I agree 100%, beef up the weaker characters, however I say keep the strong characters, strong, just make sure they don't have over the top JFLS like priority moves and it's fine.
It would have been a smart idea for Namco to do patches, because they are doing it to there head on fighting franchise, Tekken 6 (that went through 2093840293482390 patches), so it would have been expected. Not only that, but you don't want the garbage that you had in SC3...that was absolutely horrible on so many lvls.So yes, I do agree that game devs should not excessively patch a game or jump the gun to please every whiney fan out there, but having continued support for a game is much better than having none at all. I don't agree 100% with all of SC4's 1.03 changes, but I'm excited that Namdai released a gameplay patch when they gave no previous indication that they'd be supporting SC4 in that sense at all.
SC4 as it is right now, is very good, I feel that Namco should at the moment refrain from any more patches, unless there is a "serious" depth in certain characters being too overpowered.
To say this, for as someone who has gotten to play VF4 in Japan and with a solid group of peeps, Virtua Fighter is not an extremely difficult game to pick up. I mean, once you start breaking the game down, the game is deep, but it is not super technical nor execution demanding. In fact, Marvel vs Capcom 2 blows it out of the water when it comes to technicality and execution demands. What makes VF deep is not necessarily the balance, but the character match ups and the game engine that really pushes it in comparison to other 3-D platform fighters. It's like in SFII, to where you are thinking 3-4 steps ahead, planning a strategical advance even before it occurs, which is why VF is deep game, not really at all of it being hard to play.To be fair about Virtua Fighter... Yes, it's super balanced but that has absolutely no impact on why it's unpopular outside of Japan; it's just that its system is so complex that it's inaccessible to most players and it doesn't have the flash or benefit of popular characters that usually reel people into other fighters.
Blame Sega, they thought it was "smart" to just do heavy marketing within Japan, and really nowhere else after Virtua Fighter 2...big, BIG mistake on there part.
I've always felt since the early 90's and even to the present day that Balance is highly overrated. So long as you can get a reasonable cast of players to be effective, then that's really all that matters. The Game Engine is the most important aspect that will judge the longevity of the series. Alot of unbalanced games like MvC2 is a testament to that, sure, out of the cast, only about 20 to "maybe" 25% of them are playable at the competitive lvl, however it's game engine is what really makes that game awesome.So yes, it is definitely true that there are a lot of other factors that play into a game's popularity and longevity aside form actual quality of the game. But I'm pretty sure everyone can agree that having a larger percentage of the cast be viable in high level play is a good thing. Not a necessary thing, but definitely preferable to the opposite.
If you had it the other way around, to where it had a crappy game engine, but it was more balanced...you'd get less competitive play then the other way around.