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TopicATTN: Monster Hunter people
adjl
01/12/22 9:18:34 AM
#37:


DocDelicious posted...
Interesting way to look at it. I've always viewed it as the opposite.

The games on Nintendo platforms are the experimental spin-offs and the mainline series is 1 > 2 > F/FU > World.

I don't know where you'd get that, given that 3, 4, and Generations (and their respective U's) are all very similar games to previous entries and World turned that on its head. Perhaps "spin-off" isn't the correct term, and I don't doubt that - given World's success - the intent is to move the series forward with games that resemble World more than older titles, but it's at least accurate to characterize it as a casualized reboot. That's not necessarily a bad thing, especially where they've built on it since launch to produce a more robust, challenging game (and in general, I think I prefer the "gradual updates and an expansion pack" approach over the "sell the same game with twice as much content two years later" model that previous games have followed) while still being more accessible, but it's outright wrong to claim that World - especially at launch - was a more traditional MH game than its contemporaries.

SomeUsername529 posted...
Because you and I have the normal view of it. I don't know what planet you need to be on to think World is a spin-off title but it's got a low population.

It does indeed have a low population, given that World has been by far the most successful MH game and the series was previously quite niche (at least outside of Japan), but it's an accurate view. World was a significant departure from previous titles, to the point that many purists outright hated it. A considerable portion of World's players haven't even played previous games, though (World sold 17.3 million copies, the next-highest older game was P3, at 4.9 million), let alone been fans of them to enough of an extent to resent major changes, so obviously those purists are going to be a pretty small minority.

helIy posted...
that's just unrealistic

It really is. Try to do that, and you just end up with lazy asset reuse and minimal gameplay adjustments because nobody has time to redesign all of those old monsters to be properly balanced for any new weapon mechanics. That doesn't mean I don't like seeing large rosters (GU was great like that), but I'd prefer to see smaller rosters with interesting new mechanics than see every monster ever but have nothing change on the gameplay end.

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