People are still talking about the "Weapons"? They have a reason for existing, yes. There is still no explanation for why they are more powerful than Sephiroth. One of them is poorly hidden in the sand, another one isn't even hidden, you can find it easily when going underwater! If you're going to have a superboss, HIDE THEM. Otherwise the player will lose to them, and go against the final battle expecting an even greater challenge only to be disappointed and confused.
There doesn't have to be an explanation for why Weapons are stronger than Sephiroth, because the plot never once implies that Sephiroth is the strongest being on the face of Gaia.
Sephiroth is only stated to have been
the strongest soldier. Case in point, Sephiroth needs the black materia to summon the meteor and get his work done. He doesn't have the power to cause the kind of damage to the world needed for his plan to succeed unaided. Weapons on the other hand, can Level cities in a flash, and do so within the confines of the plot for gods sake.
If you think it's fine, alright. I'm not going to try to change your mind.
But since you seem to be trying to change my mind, I'll show you why that's impossible.
This is silly. I'm engaging in this argument for the sake of the topic, and for any reader that might find it interesting.
It's strange that despite claiming that you don't care to convince(which means you recognize it's possible to argue without necessarily trying to convince the opposition), you then go on to assume that I do.
Looks like projection to me.
I hope this is the last time I have to talk about FF7 on here, getting sick of talking about that game - but the whole time I felt like I was playing a super warrior, then they hit you with cutscenes that said otherwise. It's like telling two different stories. I don't want to do that.
And that's because you assume the Battle sequences are the truth of the state of affairs, when anyone can tell you they are abstractions. If they weren't, that would be inane.
That would mean that Cloud and Co gets repeatedly hit by bullets, cut by swords, scratched by claws, and smashed by Heavy attacks without suffering any real damage from it, which is ridiculous and clearly in conflict with the world that the developers made.
Imagine Kratos, a man who kills giant monsters and gods by himself getting beat up by a thug with a baseball bat. That's what it's like.
Except that's not what it's like at all. Not only does your example blow the issue out of proportion, it fails to address the fact that even Kratos behaves inconsistently with the gameplay in cutscenes.
Now, imagine if Kratos rutinely fought kids with baseballbats, and that in game they usually required somewhere around 10 hits to kill him, but in a cutscene he got hit over the head and fell after a single blow, would that effect immersion?
Probably not for the vast majority of players - because they recognize that to make this consistent, you'd either have to have a drawn out silly cut scene with Kratos getting hit 10 times, or you'd have to have gameplay where a single hit would give you the game over scene. Both of these options are less practical, and more frustrating than to simply keep the current system, and assume that players are smart enough to realize that the life bar, and the damage calculations during gameplay are absractions for the sake of making the game fun to play.
They fixed the Zack crap in Crisis Core, where he is in fact killed by a whole army. Apparently they realized what they had done made no sense... Then again, considering what he's been up against those guys shouldn't be doing any damage. At least it's not COMPLETELY nonsensical..
Actually, no. Crisis Core messed up the established canon of FF7 and made things even more crappier.
Sephiroth cut down Zack with a single blow in the original game, and only got bested once Cloud snuck up behind him and stabbed him through the back with the Buster Sword. That actually makes sense, even with gameplay in mind, seeing as Sephiroth was supposed to be the strongest Soldier in history. Crisis Core however, completely throws all this under the bus to satisfy the expectations of the new generation of fangirls and fanboys that Advent Children generated.
Sounds like you'd be okay with a character suddenly not being able to do magic in a cutscene when they're great at it in battle. Like as if magic only existed in battles... I've never seen an RPG do that at least. And I've made it clear that the "cutscene incompetence" part of the story/gamplay difference is the only thing that really bothers me.
Again, that is completely out of proportion. And again, it depends on the battlesystem and the general nature of the narrative. If Cloud couldn't use fire 3 in a cut scene despite being able to use it in battle, yes, I probably wouldn't give two tits about that. It simply isn't relevant, especially when you consider that spells like fire 3 aren't mentioned even a single time within the narrative.
I'm not sure how that makes sense or is okay with you. It makes the whole story a lie, because if they were that weak their entire quest would be completely impossible. As I've mentioned before Crisis Core fixed that, so yes the characters weren't normal humans, they were super powered warriors. Not sure why they had such a tough time with showing that in FF7 cutscenes... It's strange too because it was one of my favorite games.
No, it doesn't -
it makes the gameplay a lie,
and the gameplay is a lie god damn it, because it's an
abstraction. Cloud isn't actually waiting for his ATB to fill up, and then run over to the enemy to cut the enemy with the same attack over and over again.
That's the games way of telling you "Hey, Cloud is fighting. He is awesome at it - but because of thardware limitations and because of gameplay concerns, we had to have the battles look like and play like this, rather than some sort of high speed Tekken clone with one-hit kills.
Also, you failed at understanding the FF7 plot. The only "superpowered" warrior in FF7 was Sephiroth. Everyone else were either ordinary people, or above average people(Cloud, Vincent and Zack).
That's why the cut-scenes make sense, and why Advent Children and Crisis Core don't.
There's a lot of RPG's that don't piss me off with that "normal person in a cutscene" crap, so I'm not sure why you're acting like they're the only games.
And that's because you're applying your standard arbitrarily, which makes your complaint hypocritical.
Again, mention any game, and I'll mention you an inconsistency caused by abstractions in gameplay.
You've just chosen one abstraction to make your pet peeve. I think that's stupid, and that's why I am writing this post - so nobody goes off this thread thinking that they shouldn't use superbosses because some people with an extremely selective mental process might lose their sense of immersion.
I played Skyrim. Not my thing, don't do western rpg's. Wish there was one that could change my mind but for some reason they're stuck in "D&D" mode, except for the fallout series but that's just depressing. And Rainbow Six? Isn't that a first person shooter? I don't do those..
Way to fail at understanding the point. My point is that if you want to make a game that has no plot and gameplay inconsistencies, you're going to have to make a game that runs pretty much like the combination of those two games.
So, unless that's the kind of game we're talking about, then there is no reason for people here to fret over whether superbosses are "inconsistent", because your game is already going to be inconsistent.
If your game is already inconsistent in terms of gameplay due to abstraction, then why would you bend backwards to satisfy the complaints of a marginal demopgraphic that "loses immersion" in an extremely selective fashion like the one you're fronting here?
My answer is: Don't.
Superbosses add content and challenge.
If you make your core plot line bosses too hard, you alianate players that won't be able to complete your game. Adding superbosses means that hardcore or competative players can get their fill of gameplay, without having to make the game inaccessible to weaker or more casual players.
Having the superbosses at the end makes sense because having them there usually means that you'll have the items, skills and levels necessary to walk into the challenge without it impacting the core gameplay.
If you add superbossses along the path of the narrative, strong players will go off the path, fight these bosses, reap the rewards and when they get back on track, no challenge is left for them.
There is a good reason why superbosses exist, and there is a good reason why they're at the end - it's because it's the best and easiest way for developers to add content for a wider audience without having to worry about how it will effect the game's balance.
Adding them doesn't harm anyone.
Anyone who would refrain from playing a game if they knew that superbosses would pop up at the end, are not a demographic worth worrying about.