Originally Posted by
StrawberryZebra
The problem here is that those superbosses also tend to award gear too, gear which you generally need in order to beat the next superboss the game throws at you. While the model itself is comparable to raiding, it also has those rewards attached to it. To take your example of Emerald Weapon, beating it would award you with a Golden Chocobo and, if you didn't have it already, the Knights of the Round Materia by extension. Beating Ruby would get you a full set of Master Materia, another extremely good reward.
Would people have done Emerald and Ruby if they didn't have those rewards attached? Probably, the main reason they existed to begin with was as punching bags for you to use all of the other amazing gear you'd acquired. Outside of them there was nothing else you could really use to measure just how powerful you were against.
Which is very telling. "Raiding", as a concept, doesn't exist outside of MMO's. Everything else within an MMO does, all the social elements, the RPG elements, loot and so on all exist independently as core parts of other game experiences.
Which begs the question, "Why no single player raiding games?". In theory, tactical RPG's would be the ideal test bed for the concept. Something like DA:O, where you can assign the DPS priorities for each character, set their healing targets, conditions where they'd use certain abilities etc. Naturally, beating one boss would award you the gear you'd need to beat the next and so on without the need to constantly farm the same one over and over. Fundamentally, the idea is solid. You'd take on increasingly difficult boss battles as the game progressed that would require you to constantly mix up and vary your tactics to beat them.
The problem, I think, is that at it's core raiding is intended more as a social science experiment than to be engaging content in and of itself. Most of the challenges, in my experience as a guild leader, were getting the right people into the right roles to make the boss a success. Getting high enough DPS, then, was a matter of gear. Getting the rest down was a matter of addons and practice. That kind of experience doesn't translate well to a single player game at all.