Pawkeshup, Averter of the Apocalypse wrote:
Dizmo wrote:
I feel I should expand on myself here.
Since Everquest, all these high budget MMOs have been following the same formula of slaughter on rails, with the ideal of creating a self consistent virtual world with opportunity for rich player interaction and actual role playing being second to mindless killing. Except for a few anomalies, the genre hasn't progressed at all. FFXIV was meant to be fun even if one just played crafting classes exclusively, but that hasn't seemed to have panned out well.
Rather than being tired of RPGs, I'm tired of playing the same game again and again. Nowhere in the phrase "(mass multiplayer) role playing game" is there reference to endless destruction of local fauna, or even leveling up. Yet this has come to dominate the genre and the MMO community doesn't seem to be demanding anything else.
Actually, just to counter this:
Role-playing games started from paper and pencil games which were about... well... endless destruction of the local fauna and leveling up.
Now, let me be clear, not saying you're not justified in wanting another sort of MMO experience, but expecting an MMORPG to be about something other than leveling is a little silly. You're basically asking it to not be an RPG. Now, honestly, I'd love to see other MMO experiences out there for people looking for them, such as yourself, because it could be very interesting. But, yea, expecting FFXIV to be about more than leveling isn't really going to happen.
I do wish that, as a crafter, you could level up and be a part of a party, I thought that was an interesting idea from 1.0, but I can see why it doesn't really work...
A rpg is about playing a fantasy role with progression. Just the most common popular take on it involves levels. From my perspective he isn't saying that the core has to cease being destroying fauna. He is just wanting different types of rewarding progression and for developers to approach the systems differently than what WoW or Everquest set.
Incoming examples with intention not to champion other titles but show how titles play differently Combat:
Final Fantasy up to IX= Turn Based or ATB
Final Fantasy XII= CTB
FFXII= ADB
FFXIII= Slotted ATB
WoW= Hotkey standard
Tera= Free target combat
Same overlying premise but they play differently.
Quests:
Final Fantasy XI= Old fashioned quests that do not hold your hand.
WoW= Quests clearly pointed out that hold your hand.
Guild Wars 2= Dynamic quests
Everquest Next= Utilizing story brick license
Neverwinter= The Foundry
Same overlying premise but they play differently.
If you look at Final Fantasy offline, it doesn't innovate at every turn. But the core systems are damn unique and play differently from other rpgs. I am still going to play ARR if it the core doesn't strongly distinguish itself from other titles. FFXI renkei system is something I have never seen in another game whether you liked it or not. I think Dizmo's or Filthy's beef is, why do most mmos borrow so much for the core systems when designing the game. I understand real time combat is more complicated. But Triple A mmos are supposed to bring in more cash than offline titles. Do they suddenly forget how to form brand new original ideas to hook non fans in?
Dizmo's pain extends beyond combat though. And ARR isn't the only mmo guilty of this. And it isn't Square's sole responsibility to fx this. Every themepark mmo is approaching other systems in the same fashion. Borrow a little, slightly change stuff, approaching game development timid to stray from the norm.
All rpg design doesn't need to only focus on raids, crafting gear or items, or pc vs pc melee PvP. Earlier I wished for things like airship/magitek circuits/chocobo jousting all with the potential of having their own progression systems. Housing in ARR is a form of progression too. But I guess if systems got too complex that would lead the game into being more of a sandbox I suppose. Multiple choices in dialogue and plot events and seasonal events add to the roleplay atmosphere.
Dizmo,
Who knows? Maybe 1.0 would have attempted those things and maybe not. We will never know because the execution was so bad the game flopped. Yoshi has made it very clear that this will be a traditional mmo. If you are coming into ARR expecting this to turn the mmo tropes on their head even though they lost a lots of money on this so far. You are asking for disappointment.
Everquest Next is the current mmo that is promising while it will have the traditional stuff. It is seeking to redefine what an mmo is.
But every mmo promises that and usually under delivers. You need to find what makes this mmo special in yourself. No one can convince you otherwise. It still has lots to offer if you love Final Fantasy but can get over that things will not be hugely different from other mmos.