Is "fairness" overrated in video games? Marvel Rivals thinks so, and their director is ready to explain why they're prioritizing FUN above all else. For years, the multiplayer shooter scene has felt…stale. Dominated by the same titans, it seemed impossible for a new contender to break through. But one year ago, Marvel Rivals burst onto the scene, proving it's not just another flash in the pan.
Drawing inspiration from both the vast Marvel Universe and the established Overwatch formula, Rivals has carved its own unique space. A key element of its success? A deliberate focus on casual play – a hero shooter designed to be simply enjoyable, regardless of the game mode. This philosophy permeates every aspect of the game, even the perpetually contentious issue of balance. But here's where it gets controversial...
“We aim to align with player preferences by deeply exploring the characteristics of heroes within the Marvel universe, offering diverse and fresh hero experiences,” explains Guangyun Yen (better known as GuangGuang), the creative director of Marvel Rivals, in an interview with Inverse. “Additionally, we focus on innovative elements such as team-up abilities to provide players with an enjoyable hero shooter game. We balance for fun first and foremost.” This means that instead of striving for perfect symmetry where every character is equally powerful in every situation, they're focusing on making each hero feel unique and exciting, even if it means some are stronger in certain areas than others. It's a bold move, and it's clearly resonating with players. But is it sustainable in the long run?
To mark the anniversary of Marvel Rivals, Inverse spoke with GuangGuang, reflecting on the game’s first year, the ambitious goal of releasing a new hero every month, and the future roadmap. The following interview has been edited for brevity and clarity.
Inverse: Have your post-launch plans changed or expanded in any way after the success and reception of the game? How have you ensured the team can stick to that timeline of one new hero every month?
GuangGuang: There certainly has been expansion on post-launch plans. We added a lot of content and value to the community. As a team, we stay flexible and will adjust our development plans based on insights gained from long-term operations and feedback from the community. We did increase the frequency drop of heroes. Our team consists of talented designers, programmers, and artists who work together to ensure that we maintain a frequency of one hero update each month. We have been very successful on this front.
Inverse: There’s been a lot of experimental modes lately, between Marvel Zombies and the Times Square social map. Is experimentation important for an ongoing game like this? And are you hoping to take more chances on these kinds of different game modes down the road?
GuangGuang: We believe that the experimental mode is vital for the long-term success of Marvel Rivals. It functions as a minimal prototype for us to validate, enabling us to observe and collect player feedback during the testing phase. This feedback is crucial for developing more complete gameplay modes based on the prototype in the future. Think of it as a playground where they can test out new ideas without committing to a full-blown release. This allows them to be more agile and responsive to player desires.
Inverse: For hero shooters, especially, balancing is always a major and hotly contested topic. What is it like trying to ensure that a game with so many different characters is “fairly” balanced? And do you think you’ve been successful in that?
GuangGuang: The team is successful on this front. On one hand, we aim to offer more possibilities for team compositions and gameplay through hero designs and team-up abilities, embracing a more Marvel-like approach. On the other hand, we plan to adjust team combinations and balance through seasonal bonuses and adjustments for core synergy characters. Additionally, we continuously monitor the game environment and balance. Based on the appearance rates and win rates of heroes in various contexts, we will make thoughtful adjustments to balance after careful analysis and consideration. And this is the part most people miss... It's not about making everyone identical, but about creating interesting and dynamic interactions between characters. They're aiming for a rock-paper-scissors approach, where different heroes excel in different situations. But does this approach truly lead to a balanced and enjoyable experience for all players, or does it create frustrating imbalances that favor certain characters or playstyles?
Inverse: Marvel Rivals has a surprising amount of lore packed into its various seasons, cinematics, readable comics, etc. Was it always a goal to have that depth of storytelling in the game? And is that something you want to continue?
GuangGuang: Yes, since we are developing a hero shooter game based on the Marvel Universe, we aim to provide players with a more immersive experience alongside the fast-paced hero shooting gameplay. When designing new season content, we strive to deliver a complete and engaging narrative, as well as unique and well-crafted hero skill designs. If players have noticed, some of the team-up abilities between heroes also reflect their relationships within the story, which players can dive into more deeply through the cinematics, comics, and more. The narrative is not just window dressing; it actively informs the gameplay and character interactions.
Inverse: Some players feel like there’s an overwhelming amount of Duelists, versus a smaller pool of Vanguards and Strategists. Do you feel like that’s a fair criticism, and is there a reason behind the disparity?
GuangGuang: We have observed discussions like this in the community, but due to the long development cycle for each hero (for instance, we are currently planning the hero roster for this time next year), we have some time to gradually introduce some changes. As we introduce new content in future seasons, we will continue to balance the narrative requirements with the roles of the heroes. So, the imbalance might be intentional, driven by the story they want to tell. It's a calculated risk, but one that could pay off if they manage to integrate the narrative and gameplay effectively.
Inverse: Building on that, how do you decide which category characters will fall into? Are there certain traits or personalities you look for? For example, with Gambit recently being added it feels like he easily could have been a Duelist? Why did you decide to make him a Strategist?
GuangGuang: During the design process, we will tailor our designs to the characteristics of the characters and the gameplay requirements. We also consider providing unique interpretations of the heroes. For instance, Gambit, introduced as a Strategist, has received widespread love and discussion from players. His versatile kit such as healing and debuff allows him to switch between defensive and offensive skills to affect the outcome of the battle. This highlights their commitment to subverting expectations and offering fresh takes on familiar characters.
Inverse: With a year under your belt now, is there anything you wish you’d done differently in terms of the game’s launch? Or anything you’d wish you’d known before?
GuangGuang: We believe that everything we have now is the best, and by looking ahead, the future will be even better.
Inverse: How far ahead did you have new characters planned out? And are we still seeing heroes you had in the original plan for the game?
GuangGuang: More than one year, yes. However, we will continue adding new heroes to our plans for future seasons.
Inverse: I know this is like choosing your favorite child: is there any one particular hero that’s your favorite? Or that you feel the most proud of in terms of what you achieved with their design?
GuangGuang: Everyone on the team has their favorite hero. For me, my favorite is Jeff the Land Shark!
Marvel Rivals is available on PS5, Xbox Series X|S, and PC.
So, what do you think? Is Marvel Rivals' focus on "fun" over "fairness" a stroke of genius, or a recipe for disaster? Are you on board with their approach to balancing, or do you think it needs more work? Let us know your thoughts in the comments below!