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Implement character variations without changing the models.#85

I would like to suggest making variations of your current characters while preserving their models. This would be separate from the idea of Remix Rivals. Several traditional fighting games such as Mortal Kombat X, Old Melty Bloods, Capcom VS SNK 2, Arcana Hearts, and Avatar Legends have implemented variations of their characters in vastly different ways. The only platform fighter I know of with a similar system is Brawlout.

There are several advantages to adding variation characters to your fighting game. The first is character appeal. Having a specific character “fit” someone's style can make or break whether somebody keeps playing. Fitting somebody's style can be pretty complicated. It often involves things like aesthetics, character difficulty, and general feel. Having variations of a character gives more chances at aligning all of these attributes to better fit the individual as long as there is enough variety in their choices.  

Adding variations also gives the opportunity to tweak system mechanics for a specific type of variation. Rivals 2 already has a rich custom mode that allows for changing system mechanics. It also has a lot of heated opinions about the system mechanics people want to see. The old Melty Bloods are a good example of how system level changes are integrated into a variation model. They use Moon Styles as their variations with crescent, half, and full moon types for every character. Crescent serves as a more technical way to express the character and was the default before variations were implemented. It gives more options on offense and defense, allowing more cancels/gatlings between normal attacks, more control over blocking and parrying, and manual methods of using meter not available to the others. Half Moon shares how normals can be cancelled, but automates the way parry works after you successfully time it, and limits when you can go into specific modes with meter. The just frame version of guarding is also replaced by a more robust guard bar. Half moon is overall less complicated than crescent, but still has some of the same comboability and pressure as crescent. All the characters also usually have a couple big changes to normals and specials between the variations. Full Moon is very different from the other two. It limits the way normals are cancelled to simplify combos and pressure. Using a simple weak to medium to strong chain sequence can often hurt the ability to confirm combos or keep pressure going, so several changes were made to other attributes. Full Moon boasts more damage per hit and general frame data advantages over the other variations. I could see a similar approach working with Rivals 2 with using the current characters as the more technical “crescent” version in this example. Coming up with variants with different shield, parry, recovery, and gatling mechanics could add variety to better fit certain players while still being tailored to fit the Rivals brand. 

Variations can also be the savior of different move ideas. For example, Orcane had to recently have their forward special replaced due to how strong it was in their kit. The old teleport could be used in a variant that has worse recovery options. If a variant no longer had access to either puddle teleport or wall jump this special could be a very important tool to fill the gap. Certain current special edge attacks, getup attacks, and pummels could also be tweaked and switched out with other specials for variants. Olympia's edge special is a good example of a move that seems built for being in the regular moveset, especially with a kit more tailored to it.

I understand this isn't the average suggestion and involves a lot more work than fixing visual glitches or adding a character color. I was just thinking about a way to possibly satisfy at least some of the overwhelming demands that people in the community are putting on this game. I also really enjoy games that implemented variation systems. I tend to play every version of my favorite character because one specific variant made me start playing them. Variants can add convolution, confusion, and instability if done incorrectly. However, the variety provided by variations can be an effective solution to some of Rivals 2's woes if balancing and branding can find a place for them.
5 hours ago

Copying and pasting what I wrote from another document didn’t turn out as intended. This is the whole thing:

I would like to suggest making variations of your current characters while preserving their models. This would be separate from the idea of Remix Rivals. Several traditional fighting games such as Mortal Kombat X, Old Melty Bloods, Capcom VS SNK 2, Arcana Hearts, and Avatar Legends have implemented variations of their characters in vastly different ways. The only platform fighter I know of with a similar system is Brawlout.

There are several advantages to adding variation characters to your fighting game. The first is character appeal. Having a specific character “fit” someone’s style can make or break whether somebody keeps playing. Fitting somebody’s style can be pretty complicated. It often involves things like aesthetics, character difficulty, and general feel. Having variations of a character gives more chances at aligning all of these attributes to better fit the individual as long as there is enough variety in their choices.

Adding variations also gives the opportunity to tweak system mechanics for a specific type of variation. Rivals 2 already has a rich custom mode that allows for changing system mechanics. It also has a lot of heated opinions about the system mechanics people want to see. The old Melty Bloods are a good example of how system level changes are integrated into a variation model. They use Moon Styles as their variations with crescent, half, and full moon types for every character. Crescent serves as a more technical way to express the character and was the default before variations were implemented. It gives more options on offense and defense, allowing more cancels/gatlings between normal attacks, more control over blocking and parrying, and manual methods of using meter not available to the others. Half Moon shares how normals can be cancelled, but automates the way parry works after you successfully time it, and limits when you can go into specific modes with meter. The just frame version of guarding is also replaced by a more robust guard bar. Half moon is overall less complicated than crescent, but still has some of the same comboability and pressure as crescent. All the characters also usually have a couple big changes to normals and specials between the variations. Full Moon is very different from the other two. It limits the way normals are cancelled to simplify combos and pressure. Using a simple weak to medium to strong chain sequence can often hurt the ability to confirm combos or keep pressure going, so several changes were made to other attributes. Full Moon boasts more damage per hit and general frame data advantages over the other variations. I could see a similar approach working with Rivals 2 with using the current characters as the more technical “crescent” version in this example. Coming up with variants with different shield, parry, recovery, and gatling mechanics could add variety to better fit certain players while still being tailored to fit the Rivals brand.

Variations can also be the savior of different move ideas. For example, Orcane had to recently have their forward special replaced due to how strong it was in their kit. The old teleport could be used in a variant that has worse recovery options. If a variant no longer had access to either puddle teleport or wall jump this special could be a very important tool to fill the gap. Certain current special edge attacks, getup attacks, and pummels could also be tweaked and switched out with other specials for variants. Olympia’s edge special is a good example of a move that seems built for being in the regular moveset, especially with a kit more tailored to it.

I understand this isn’t the average suggestion and involves a lot more work than fixing visual glitches or adding a character color. I was just thinking about a way to possibly satisfy at least some of the overwhelming demands that people in the community are putting on this game. I also really enjoy games that implemented variation systems. I tend to play every version of my favorite character because one specific variant made me start playing them. Variants can add convolution, confusion, and instability if done incorrectly. However, the variety provided by variations can be an effective solution Rivals 2’s woes if balancing and branding can find a place for them.

4 hours ago