I don’t think there’s any argument to say “You should just quit your favorite fighting game once it’s no longer popular”
If you still enjoy it and still have friends to play it with, then there’s no reason to stop. Unless your a trendy kid. But who wants to be a trendy kid?
SFxT is probably the best argument in favor of games getting patched. But, as far as games that people actually liked that could have used a patch, Alpha 3 probably could have lasted longer with one.
To be fair, chess was starting to die off until the Chess: World Chess Championship Edition: 1927 ver. patch nerfed the Queen and added the Bishop. Every game was playing out with a random capture converted into capturing all the opponent’s pawns and then forcing the King into 50/50 mixups.
Personally, I’d rather have a sequel, that way the “old” version of the game isn’t lost forever in case people decide it was ultimately more interesting (imagine Mvc2 patched into a “normal” game, for instance).
Of course, there are times where I guess it worked out. Skullgirls is probably a pretty good example. Really small change that only the most anal retentive could probably object to and probably went a long way to making the game feel a bit better.
Patching your game is like a super power. It can be a force for great good, but also great evil. With great power comes great something something.
Just do what I do and call them “CAAASUAAALLLS” every time they say something.
Main argument for patches/updates to games is that when they’re done right, they really do bring new players into the game without splitting a playerbase. Plus, with games that have critical bugs, patches to fix those probably help the image of the game overall. I mean, I wouldn’t complain if there was a patch for MvC2 that removed the Ruby Heart start button glitch or something.
The only game that I know of that I can say benefited a lot from patches is Starcraft (the first one, I don’t know enough about the community for Starcraft II to make a statement about that). I was never really a super competitive player, but from some commentary I’ve read/heard about the game, the explosion of popularity of the game competitively could be tied to a specific balance patch going live and the fact that Blizzard was dedicated to removing a ton of the bugs. The key here is that Blizzard has Battle.net that they can pull a TON of statistics from all levels of play about what’s going on in games, so they have the data to make better choices about balance patches than most other games. Also, their revenue stream for Starcraft wasn’t limited to people continually making micro-transactions like a MMO or F2P game would be.
SFxT probably shows that patches in and of themselves aren’t terrible, but that’s not saying too much.
If more companies approached post-release balancing as seriously and scientifically as Blizzard did with games like Starcraft, I think we’d have a more positive outlook on balance patches. Unfortunately, it appears that a good number of fighting game developers are incapable of making something amazing on purpose. So we’re doomed to either shuffling the tiers, or being happy with the imbalance we have on the merit that it could be so much worse.
The thing is, alot of what we tend to use in FGs is the same stuff that gets patched out in other games. We just have a history of rejecting fixes to stuff we found to be interesting in high level play (e.g. Roll Cancels in CvS2, Urien’s unblockables in 3S).
The problem is, an RTS is a completely different beast from a fighter, and patches would help in different ways.
A slight difference in stats for one attack could GRAVELY effect the balance of high level Starcraft play. In a fighter, where you generally don’t take serious damage unless you make a mistake, +5 damage on a move isn’t going to make a match feel unfair.
I really believe Mike Z was right when he said that fighters shouldn’t be balanced around hp values and whatnot. What matters in fighters is the moves physical properties themselves, and if you change them even slightly, you could be grievously changing the way a character plays.