Board Thread:General Discussion/@comment-74.104.206.83-20130730235710/@comment-20830817-20140105163740

That's understandable, and I agree that in some ways it would indeed highlight their individual abilities best. And there are indeed a lot of good games without multiplayer components.

The thing is, my co-lead is my older brother, and most of the people who work with us in our indie studio are good friends of ours. Multiplayer is something that is important to us, and even if I were inclined to let it go, I would have a hell of a time convincing the others to do the same. That said, I'm not particularly inclined to let it go, because at this point its what I have the best ideas for. Lets face it, there isn't much action and adventure in RWBY just yet, so a multiplayer combat system (and a few plot points for campaign) are all we've really been able to think about.

So we want to keep things balanced and fair for multiplayer, and while that's theoretically possible to do with those alternate control settings... it would complicate things a lot. It's a matter of good, better, and best. The "best" way to highlight their individual skillsets and fighting styles might indeed be those alternate control settings, but given every other factor... it's looking like the "better" option of a general control scheme that can be twisted to somewhat emulate those skillsets and abilities is more practical.

Course, we haven't even really gotten into coding much, not yet. We're focusing on assets to start with, because it's entirely possible Season 2 could change some of our opinions (and we do take the opinions expressed here pretty seriously). Y'never know.