Ok, I’d like to bring up a discussion regarding a somewhat touchy subject: Patches. Generally speaking the “never patch” crowd has died down a bit and begun to accept patches to a limited respect as having a place in the fighting game scene. What I’d like to discuss is the idea of time frames and size. Now obviously in a fighting game, constant patching can hurt the ability to find tech or utilize tech and can lead to less creative exploration of what a character is capable of for worry that your time will be lost come the next update which removes that option. However I also believe that patches can help keep a game fresh, shift a stagnant meta game that may take years to shift or not shift at all otherwise, and fix up issues with a game that weren’t seen previously.
The idea that patching is a scrubby way of dealing with problems and the image of “Nerf, Buff, Patch, Adapt” is a bit archaic and silly. If you look at a lot of older fighting games, they received several revisions sometimes in somewhat quick succession. This leads to the idea that if the digital capabilities of patching were possible back then they’d have done it. However because it wasn’t they had to add additional content or unlock content (boss characters.) and clean things up so that they could have an excuse to charge full price for these updates as they had to do things like create new arcade boards, release new cartridges, release new disks, ect and those are a lot more expensive than simply releasing a downloadable update.
Let’s look at some classic titles and their dates
SF2 - 1991
SF2:CE - 1992
SF2:HF - 1992
SSF2 - 1993
ST - 1994
SF3 - 1997
SF3: 2I - 1997
SF3: 3S - 1999
CvS - 2000
CvS2 - 2001
KOF 94 - 1994
KOF 95 - 1995
KOF 96 - 1996
KOF 97 - 1997
KOF 98 - 1998
KOF Kyo - 1998
KOF R1 - 1998
KOF 99 - 1999
KOF 2000 - 2000
KOF 2001 - 2001
KOF 2002 - 2002
KOF EX - 2002
X-Men COTA - 1994
MSH - 1995
XMen vs SF - 1996
MSH vs SF - 1997
MvC - 1998
MvC2 - 2000
As you can see, many times a sequel or semi-sequel (E.G. minor update with new features.) came only a year later or sometimes even within the same year. This lends itself to the idea of patching if we look at SF4 we see similar timelines.
SF4 (Arcades) - 2008
SF4 (Home) - 2009
SSF4 - 2010
SSF4AE - 2011
AE2012 - 2011/2012 (December 11th 2011, basically 2012.)
v201X - ??? (Could be this year or early next year for all we know.)
So what is wrong with the idea of patching a title once a year with some tweaks to keep things fresh for the life of the title until the next major release in the series?
Now we have 1 glaring issue which I think points to the idea of a moratorium on how often you can patch or wait for a patch: ST:HD Remix. HD Remix shows that there is a limit to how long you can wait to update a game the update to ST came 14years later, at this point people who play the game are NOT going to adopt the new title very willingly as the time spent between updates was so long that they are too invested in the previous version. Almost 15years of training and exploration could potentially be lost. I think that is why a 3rd Strike rebalance or a Marvel 2 rebalance could never happen. Despite the fact both of those titles are extraordinarily imbalanced (while still retaining a competitive scene due to the strength of the core mechanics and depth of gameplay that the top characters exhibit) the fact is that the time has passed, no one would adopt the new version. I think that the most time that can be waited between updates without just making a whole new game is ~2-3 years. Any longer than that and people will push against the idea of changing the status quo.