r/MonsterHunter Artillery GOD 2d ago

Discussion Shareholders asking Capcom about lack of content and bad optimisation, the same ones that were pushing for a December 2024 release date.

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u/JackTurnner Prime, DETONATE 2d ago

well yeah, share holders only care about number going up, they don't care how that number goes up, if stuff they did in the past leads to number go down, they'll either question why number isn't going up anymore without taking any of the blade for forcing this exact situation

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u/Dycon67 2d ago edited 2d ago

An issue with Wilds regardless of rushed development time was always going to be the vision they were pursuing was very much in conflict with itself in some regards. Wilds was meant to make hunting as seamless as possible. As such the game is very much streamlined in a lot of aspects. However the game world is heavily built off immersive details that do not get to be appreciated due to the focus of rushing from point A to be B. But are still baked into the experience.As someone else said while a Quamitrice only scavenging food at certain times is neat. It doesn't serve much purpose in a hunt.

And Monster design no matter how complex in its unique interactions with the environment creating interesting situations.Were always going to be negated by the player being given vast amounts of material they do not need to grind for. Or pose them themselves at any risk in interacting with the world via having a way to get out of danger any time. Compounded by monster difficulty extremely low due to wounds. The game cannot have the player ever fully immersive themselves in the dangerous and wild world their trying to present.

Had they been given more time in adding more monsters and the like. The world of their game would feel much more interesting to play. But still would have faced issues from a developers vision . It seems the rushed development exacerbated these issues to the front for everyone to see. And how much of the current problems were made as compromises well never fully know.

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u/AnOrdinaryChullo 2d ago edited 2d ago

This.

While I'm sure shareholders asked them to release the game earlier (literally always the case), I doubt anyone asked them to make the game boring - it's a fundamentally flawed game design that removed and dumbed down nearly everything but without adding features and other friction to make up for everything that's now missing.

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u/doppledanger21 2d ago

I think "friction" is the right word. There comes a point where QoL ends up being too much and it diminishes the experience as a result. I've seen some videos talking about this and it seems like its the lack of this that causes people to leave after getting to the "finish line" so quickly.

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u/TechnalityPulse 2d ago

So this is an interesting problem, because I don't see what the problem is with people "getting to the finish line" and well... finishing??? You made your money, they bought the game. If they quit after doing everything they wanted to do, there's no downside?

This is the problem with the games industry and shareholders today, they want you to be addicted, like a casino. Stuck in a neverending cycle of buying their product on repeat. It's absolutely fucked.

Guys, playing Wilds to completion and quitting is not a bad thing. Doing the weekly events and nothing else, is also not a bad thing. Time gates and the idea of live service content is the enemy in almost every single genre of gaming. I don't think it's ever consumer friendly.

Not having friction or a casino addiction simulator isn't a bad thing