Besides having to spend more time animating, why do popular RPGs and PvP games like Deepwoken, Type: Soul, and battlegrounds games in general choose R6 over R15?
I am trying to make an RPG game which heavily revolves around PvP and don’t know which to choose.
Because it’s easier to animate, but I prefer R15 because it’s more realistic, and I don’t get any idea on how to animate something ‘realistic’ with R6.
You prefer R6, while I prefer R15. Not a big difference, though Roblox could have started at R15, and R15 tries to be realistic but isn’t. A human hand is not static, doesn’t have 4 fingers, it can move every finger, also the toes, the hair, face.
Personally, R6 is my go-to for any animations and programming because of a few main reasons:
Players in the communities I have worked with tend to prefer R6 for combat, and any attempt to push towards R15 or beyond has resulted in problematic playtesting / post-launch reception.
R15 has a lot more joints, so a lot more animation work per-joint, regardless of FK or IK animation.
Classic Lua-manipulated C-Frame animation is far easier in R6, while R15 is suited for software-created animations.
R6 animations require more creativity in expressing movement, in some cases.
A big reason could be hitboxing and scaling, R15 lets you change your body proportions which could let anyone get a smaller hitbox. Even if you lock scaling, all the body packages are shaped differently, some are larger than others and some are smaller. So if you wanted your game to be fair you would have to lock body scaling and hard-set body packages, which is no fun. There’s not an easy way around this except locking your game to R6.