Is Ashes of Creation Too Generic?



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Do you think Ashes of Creation is too Generic?

Apologies for todays video being 3 hours late, I needed to go back and edit that intro a few times. I actually cut 2 whole minutes from it because it feels better to add to the full movie instead of todays.
Speaking of, the full movie will be the next video uploaded in a couple of days and ended up having a runtime of 20 minutes! 😀 I hope you enjoy it and I’ll cya in discord: https://discord.gg/muwNp8NhbB

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23 thoughts on “Is Ashes of Creation Too Generic?”

  1. Apologies for todays video being 3 hours late, I needed to go back and edit that intro a few times. I actually cut 2 whole minutes from it because it feels better to add to the full movie instead of todays. If you'd like to see the channels first movie I'll link it here for you: https://www.youtube.com/watch?v=R3EdH9nuJhU
    The next video will be uploaded in a couple of days and it will be the fully editted movie Ended up having a runtime of 20 minutes soI hope you enjoy it and I'll cya in discord:
    https://discord.gg/muwNp8NhbB

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  2. I personally never had problems when it comes to graphics with this game its more of animations for me, when characters walk they seem like dolls or something, they move either too slow or too fast in combat, it just looks uncanny valley to me. But its still in alpha…. it will get better right? ha ha

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  3. What's funny is people will complain that a game doesn't have the graphical fidelity that they desire so desperately, and then when you DO overhaul the graphics, those same people complain that no one will be able to play the game without spending 10k on a rig. You can't have it both ways.

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  4. There's something good to be said about generic look… go too "creative" and you end up with jank like New World's cosmetic store. But… compared to new world; there is something a little off with the character models — the proportions? And the animations seem way too janky/not smooth. But I also realize that shit that like will likely be fine tuned in the months/years? to come so bfd.

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  5. 14:26 yes concept art is distinguish but concept often time is not equal end product. It is what it want to become.
    and "Does this really look generic to you?" Yes 🙂 Showed example of horny boiz looks generic for me and are not memorable

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  6. One thing that isnt mentioned , I really love the uncluttered and minimalistic UI that we've seen so far in AoC as it really helps sell the graphics and keeps you immersed in the game. Really can't stand all these MMOs that just absolutely clutter the screen with UI elements all over the place and ruin their game.

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  7. I think the game looks amazing the only problem i have with the graphics is the character models. They look almost npc like, i’m not sure if it is because of the player animations or the flashy abilities but the player character doesn’t pop out like other games. I’m sure they will show a lot of progress tho in alpha 2

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  8. AoC shouldn’t be generic at launch. The graphics are pretty damn good. With that being said, all gameplay that has been showcased is pretty generic. Generic classes, generic abilities, generic mob grind, generic gathering… seeing seasons change is not as generic but not very impressive (note that when different seasons start to impact skills, harvest, content, etc that will NOT be generic).
    Now we have generic classes / abilities but with the “combo classes” and augments it won’t be. Now we have generic mob grind and gathering but when we have nodes influencing stuff it won’t be.
    Yes, we’re seeing generic (although good graphics) stuff but hopefully it won’t stay like this forever.

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  9. I would take a reduction in graphical fidelity to make the combat not seem so shit. I could care less about anything else, but if the moment to moment combat is blocky and janky I wont play.

    And so far, AoC combat looks like donkey ass.

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  10. As it's been already said, IMO there's no problem with the graphics but with AoC not having an unique/identifiable Art Direction. To be fair, we can already see such direction on the mounts and FOMO skin content AoC releases regulary and what we see in the gameplays is focused on the mechanics. If AoC follows a typical development schedule, we'll see the art get more definitive when we get closer to release and I'm very excited to see how everything evolves.

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  11. People tend to generalize between stylized and realistic but there are a lot of shades to this, is not jut black and white, AoC has a style, but its a subtle one, not over the top, and thats ok, every artist have its own touch they give to a project, they just need to maintain the consistency, since there are some earlier assets that dont fit with the new improved graphics like the desert biome for example, and also work on the spell effects to improve on them, make them cool to look at but not blinding.

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  12. The aspect ratio of the landscapes, and shapes, together with character models, makes you feel like you are insignificant, too generic or small, or like there is nothing important about you. Its like a painting that is generated by randomly putting together artistic objects, but there is not enough coherence between everything present. Comparing Ashes of creation to Quinfall really can show how can the environment coherently make sense to the characters.

    I believe the AOC developers are attempting to make you appreciate the big landscape, but the cost of being too small in the world, makes you feel insignificant.

    Also the color pallet of the game is the same for every location or daytime or season. They should refine the coloring of the textures that it gives you the attitude of being in a world of significance, or danger, or magical with beings of strong power present. the colors right now feel like you are in fortnite and nothing matters that much. I highly encourage they use darker tints overall, and make night time darker.

    Elden ring does a fantastic job at coloring, making majestic landscapes and monsters, and good balance between you the character to the world.

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  13. When WoW came out, I didn't play it because I thought it looked generic, growing up in the 90s, to me WoW looked like any edgy cartoon on TV, and even now I still have the same opinion, WoW is generic, they just took that generic art style and claimed it as their own.
    Regarding ashes, people just see a human with an armour and yell "GENERIC!", they forget to look at the scenery, monsters or even the cosmetic packs that are being made to populate the world, feels like people forget the previous showcase every time a new one comes out.
    Then there's immersion, I started playing classic wow when it came out, and some areas were really impressive, but for the month or so I played shadowlands and dragonflight, the scenery was just rubish between point A and point B, most of it ignorable and fogetable, and it's not like dragonflight areas are ungly or uninspiring, it's just that the cartoonish design defeats immersion.
    I think Ashes current artstyle direction is going to deliver an unique and immersive world.

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