Already with more than 10 million players, Marvel Rivals is shaping up to be one of the biggest gaming hits of 2024. Backed by the ubiquitous Marvel IP, the free-to-play cross-platform hero shooter launched flawlessly with no server issues or major complaints. Instead, its players are sinking their teeth into the 33-hero roster that reaches into every pocket of the Marvel franchise.
Marvel Rivals has a notable disadvantage. At the moment, Marvel Rivals It has just five locations, which are spread across eight maps. Although the release list is unmatched in size, being only ten behind Surveillance 2on the list after eight years of development, your map pool is starting smaller than Surveillance 1launch pool. While hero additions are always exciting, Marvel Rivals need to focus on completing your map listand when that happens, you must rely on its unique mechanics to keep the pool cool and interesting despite its size.
Marvel Rivals doesn't have enough maps
Eight launch maps are a slow start
For shooters, maps are the lifeblood of creating a replayable game. Every year, the new Call to action its value is decided by the set of launch maps. While hero shooters can rely on characters for gameplay diversity, maps still play a vital role in ensuring new experiences and keeping match issues moving forward. The list of maps for Rivals is smaller than usual, with its eight maps spread across three game modes. It's obvious that emphasis has been placed on filling out the character roster, and while they've been successful in that regard, the map pool needs updating.
Further detracting from the pool is the shared location between many of the maps. Yggsgard, Tokyo 2099 and Wakanda contain six of the eight maps. Of course, the maps themselves offer different experiences and game modes, but the limited visual diversity is certainly noticeable. Reusing locations isn't an inherently bad idea, but in combination with the already limited map pool, it presents itself as a problem.
Map interactions are primed for expansion
Rivals must further develop their interactive maps
One of the benefits of shared locations is not actually used with maps that share a location. Interactive maps are currently reserved for Klyntar, the homeworld of the Symbiotes. The map features symbiote bubbles that can be shot by players to create additional passageways, block lines of sight, and offer alternative angles of approach.
If future Klyntar maps are released, it would be disappointing if they didn't share this distinct interaction, which itself offers gameplay and thematic interest. Rivals should lean on these interactables not just for singular maps, but to create consistent mechanics for maps in the same location.
This would make the locations feel truly unique in addition to their visual diversity, and would likely negate the fatigue of releasing maps based on a single location. In this scenario, shared locations are actually a benefit to the game, where players can understand and utilize the mechanics more intuitively. This could potentially reduce the bloat and learning curve of interactive items and instead give developers more freedom to create even more distinct gameplay options.
Destructible terrain can be a huge strength
Destructible terrain can create dynamic strategies
While map interactions are currently few and far between, Destructible terrain is a central feature of Marvel Rivals. Each map has terrain that can be destroyed. Destructible terrain is still being worked on by players, but its inclusion allows for a more diverse range of strategies for each of the maps. There are already shortcuts that can be created by destroying specific walls, as well as high-value map positions that have their power enhanced by their destructible and finite nature.
Although a case can be made for Marvel Rivals reaching and even surpassing SurveillanceWith the size of the hero roster, this outcome is practically impossible for your current map pool.
As with interactive maps, Marvel Rivals created space for further innovation and development. It's difficult to assume the developers' intent with destructible terrain beyond the weight it adds to attacks, but even if it wasn't originally intended to be a central strategic layer for Marvel Rivalsit continues to be a lever that can be developed and integrated into the game. The system already exists; all that's needed is to push the lever further in future map designs.
Although a case can be made for Marvel Rivals reaching and even surpassing SurveillanceWith the size of the hero roster, this outcome is practically impossible for your current map pool. Already starting backwards, Marvel Rivals should focus on creating more dynamic maps relying on mechanics that are exclusive to the game. Of course, having more maps will always increase replayability. However, more interesting maps can offer the same benefit, expanding the excitement and potential of each new entry into the world. Marvel Rivals'set of maps.