'Marvel Rival's Director Explains Why The Game Balances for 'Fun' Instead of Fairness
Briefly

'Marvel Rival's Director Explains Why The Game Balances for 'Fun' Instead of Fairness
""We aim to align with player preferences by deeply exploring the characteristics of heroes within the Marvel universe, offering diverse and fresh hero experiences," Marvel Rivals creative director Guangyun Yen (better known as GuangGuang) tells 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.""
"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"
Marvel Rivals entered the multiplayer shooter scene and secured a lasting position by combining Marvel characters with Overwatch-inspired hero-shooter mechanics. The game emphasizes casual, accessible play and prioritizes fun across all modes, with balance decisions centered on player enjoyment. Team-up abilities and diverse hero experiences are key design pillars that differentiate gameplay. Post-launch plans expanded to deliver more content and value, guided by long-term operations and player feedback. The development team increased hero release frequency and coordinates designers, programmers, and artists to sustain a cadence of roughly one new hero per month.
Read at Inverse
Unable to calculate read time
[
|
]