When R15 animation packs were announced, I was definitely excited. I mentioned that I even couldn’t like the announcement enough. The animation packs were supposed to breathe life into R15 and encourage more users to adopt it, but so far it seems it’s caused the exact opposite.
As a game developer, why would I want to support R15 when its custom animation packs can break how my game was meant to be played? For instance, if I don’t have crouching in my game, players can equip the Ninja package to crouch their character, gaining an edge over other players. Or, they can use it to fit into areas that they’re not supposed to fit into. Players can also use packages to distort the way their avatars use tools, as seen in the last image.
As developers, we can make a copy of the current Animate script, force default animations in there, and then override the default Animate, but we lose out on updates to the Animate script at that point. We could provide an option similar to the avatar scale changes which allows only the default animations, but there are non-default animations which don’t cause issues e.g:
Blocking those, we’d run into the same issue that gear has, where these assets are effectively useless since little to no games allow them. It’d be great if animations could be categorized as potentially game-breaking or not and allow R15 games to disable game-breaking animations. Competitive-based games like an FPS could disable these animations, while roleplay games could leave them enabled.
With that, we would also need to see a change in what kinds of animation packs are produced. The current packs have no diversity whatsoever, with their primary use being trolling. We have no “normal” animation packs, which is why I suspect we have so many game-breaking packages. If this doesn’t change, a switch to disable game-breaking packages wouldn’t be as useful because there won’t be any animations to equip in these games.