@Ugoogee
- I just realized that I spend so much time trying not to mention fighting games that only older posters may know for sure, the level to which I specialize in them. Let's just say that my 'special skill' is 'instinctively seeing hitbox interactions. The only reason I'm not making Ashes content that a handful of people would watch is because I'm usually too busy making fighting game content that a handful of people watch.
@Merek
- FFXIV's bosses seem boring, from the reports of people I know who play, they are boring, or easy, for the most part. Unfortunately I can't say much because though FFXI bosses are not 'massively different', they are different enough that I love one game and don't like the other. Again, there's a
lot
of nuance.
QTE aren't necessary, and the epic feeling people get from fighting big bosses has a specific formula that some MMOs know how to follow, and some don't. It's actually almost universal across the types of game, especially when defensive mechanics players use are there primarily to reduce damage and aren't based on either the Tab Target zergfest (the fight is almost always this, the question is whether or not the enemy has enough mechanics to 'disrupt the zerg') or the Action Combat iFrame dance (even if the game doesn't have these, if the defensive mechanics are meant to completely avoid damage, the experience is different).
Monster Hunter is the way it is for a reason, years of experience crafting that reason. FFXIV's crossover can be used to see a lot. They put the iconic 'Behemoth' into Monster Hunter, and the second stage of that fight feels cool the way Monster Hunter always feels. The first stage is less so, because it's meant to feel like an FFXIV fight (they were trying to get people from one game to enjoy the other or something, I can't imagine it was that easy, but it was a semi-stated goal, they probably meant 'enjoy watching it and get into it' that way). The counterpart was that they put Monster Hunter's iconic Rathalos into FFXIV.
It's only my opinion (well, me and everyone I know that I've talked to about it), but they managed to make Rathalos boring. The most important note, though, was looking at it and thinking 'huh, I expected this to be an FFXI style fight, but I guess I was expecting too much'.
Fight, for anyone curious. It's a little sad, and I don't say that because I'm comparing it to Monster Hunter. It's because this is a terribly poor translation of the experience into a Tab Target game. Mostly, it's terribly slowed and telegraphs literally everything at least 3x more than it needs to, and 5-10x more than in Monster Hunter.
I don't know if this is a framing for discussion that suits y'all, but I offer it because I think we really need to talk more about specifics than about abstractions.
"That fight is too slowed down, even for a Tab Target game, it's tuned to make the player feel like they can handle the monster, and drastically changes the skill gap, on top of making it as rotation-heavy as possible."
I would give a proper Rathalos fight for comparison, but this isn't about comparing to MHW, this is about 'what would make that fight not be boring in Ashes?', and also any short Rathalos videos are probably from overgeared speedrunners who just stun the monster repeatedly so that it never does anything. If you want comparison for some reason try looking for something 10-15m long I guess... 'Charge Blade' would be what compares the best.