>>8708952The problem is you can do these characters but a lot of producers won't allow enough time/money for complex and fluid animation. You need to be churning out frames at a particular rate to remain employed. Doing clothing/fluids also needs more precise tweening frames to look believable and capture the delayed reaction properties. Doing this for a fighting game is particularly hard because theres sometimes no frames left for realistic looking movement before the next animation cycle starts, so clothing has to be a separate entity entirely, physics based or sped up or slowed down.
tl;dr, just having a character with a cape can translate to over a 100k in production costs over a few months, just in terms of studio overheads