\u201cAt the end of the day, we want to deliver the game that players deserve, and so we really looked at all of our learning and developed the product that you see before you now,\u201d Huynh explained to VGC this week.<\/p>
For Huynh and the team, reliably giving players a quality experience they can come back to and enjoy is the number one priority. They re-engineered several gameplay elements to improve how it feels to play and spent a lot of time enhancing MultiVersus\u2019 <\/em>netcode to ensure everyone had the best chance to experience the game at its best. This also included reworking characters and ensuring there was more for players to do with them\u2014enter the Rift<\/a>.\u00a0<\/p>
But beyond the gameplay, Huynh also acknowledged a major failing of the MultiVersus <\/em>beta was the content pipeline, which saw new updates slow to a halt in Season Two; only one new character was added and the player count dropped every week<\/a>. Because PFG was a small team working with such massive expectations even in the beta, things fell apart, but now the studio feels ready to deliver on its promises.<\/p>
Huynh noted giving players a \u201cprecise and great experience from a content delivery perspective\u201d is something that was core to this revamped version of MultiVersus<\/em>. That philosophy trickles down from a clearly communicated timeline of delivering new content post-launch to easier ways to unlock anything in the game thanks to Gleamium, the premium currency, now being earnable without paying<\/a>.<\/p>
But with that plan, how do new characters fit in? Well, Huynh and the team aren\u2019t with just adding anyone. Like with Jason, which has a special spot in the team\u2019s heart, or the inclusion of a Banana Guard, the goal is \u201csurprise and delight\u201d with a diverse cast<\/a>\u2014and Huynh is still dreaming big about future additions beyond Agent Smith from The Matrix<\/em>.<\/p>