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3.5/5 - GameRevolutionFollow

#27 Sep 17 2013 at 7:42 PM Rating: Excellent
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I love Final Fantasy. I have played many of the single player games.
I played FFXI from 2005-2013 and now I'm enjoying this one.
I don't give a flying fig about the critics.
If it entertains me - and it does- that is all that matters.
I'm crafting my heart out right now and loving that I don't have the road blocks that FFXI has.
For instance my FFXI Fishing skill is still only level 25 after all those years!
#28 Sep 17 2013 at 9:02 PM Rating: Default
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Since it's been brought up, I'm personally one who'd take FFXI quests over modern MMO questing. While I wouldn't go as far as saying that FFXI is the pinnacle of quest design, and I couldn't recall many of them in great detail, I do remember being taken to some very interesting parts of the world. I remember some of them having a progressing storyline. I remember them taking more than a minute and a half to complete, and at times feeling like I had actually completed a "quest."

Modern MMO "questing" is the complete opposite. They typically don't make you walk more than 20 seconds from the quest giver, involve about a minute or two of busy work, and you come back to grab your rewards and move onto the next thing. While it's be possible to complete many, many more quests in the same time period using this method, if you're the type who feels that walking outside to grab 3 of this or kill 4 of that isn't rewarding the first time, you aren't going to feel that it's rewarding the tenth time, or the hundredth time, or the thousandth time. I would rather do one quest that feels like an actual quest and leaves somewhat of a lasting impression than one hundred short quests that feel rather meaningless.

Edited, Sep 17th 2013 11:03pm by Susanoh
#29 Sep 17 2013 at 10:29 PM Rating: Decent
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Strangerous wrote:
If you don't like quests im not sure you even have business in a mmorpg (even GW2 has them though delivered differently)

Its like going into a corridor shooter game and complaining about chest high walls for cover.

What did you expect?

Why are mmorpgs the only game type where people feel so vocal about changing their foundation into something different? Its kind of unfair for those who like mmorpgs and play them for a lot of the reasons that are not popular to hate on...like long progression...or "grind"...or the fact you cant beat them in a weekend.

Kind of wish people would leave mmorpgs alone in this sense...don't like grind, don't like quests...don't like it taking so long to finish? They got a game for that, its not a mmo rpg...its ok to not like mmorpgs....just wish more would realize that their source of dissatisfaction is in the fact that they are playing game types they don't like or no longer enjoy.

Same thing happened to me with sport games. I just got sick of them. I didn't moan and whine with a mega phone for persistant progression, skills to grind up, XP, quests, capture the flag and mini game...whatever...I just decided "hey not for me anymore" and moved on.

Why are mmorpgs treated so differently?


The reason that, in this case, MMOs are treated differently is because this type of questing is not fundamental to the genre. Today it is a widely used mechanic, but that doesn't mean that it's a mechanic that everyone will enjoy. If for example, you were to go to the theater and every film being shown were an immitation of Twilight, you might dislike the particular film you decide to see if you happen to not be a very big fan of films like this. But I don't know if it would be fair to say "Well, that's just what movies are! If you don't like films like this, you don't like movies!" I think it'd be more reasonable to instead say that you aren't a fan of what's out right now, not that you hate everything because you're not a fan of the current trend.

The type of questing being discussed here wasn't always the standard in MMOs, and it may not always remain that way. It could stick around a while longer, or in the years to come it could be looked at as archaic and people will laugh about the days that they used to run around from "!" to "!" grabbing quests, killing rabbits and picking strawberries. Either way, there is no reason that a person must favor a current trend simply because it happens to be popular at the time.

Edited, Sep 18th 2013 12:30am by Susanoh
#30 Sep 18 2013 at 2:40 AM Rating: Good
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Susanoh wrote:
Since it's been brought up, I'm personally one who'd take FFXI quests over modern MMO questing. While I wouldn't go as far as saying that FFXI is the pinnacle of quest design, and I couldn't recall many of them in great detail, I do remember being taken to some very interesting parts of the world. I remember some of them having a progressing storyline. I remember them taking more than a minute and a half to complete, and at times feeling like I had actually completed a "quest."

Modern MMO "questing" is the complete opposite. They typically don't make you walk more than 20 seconds from the quest giver, involve about a minute or two of busy work, and you come back to grab your rewards and move onto the next thing. While it's be possible to complete many, many more quests in the same time period using this method, if you're the type who feels that walking outside to grab 3 of this or kill 4 of that isn't rewarding the first time, you aren't going to feel that it's rewarding the tenth time, or the hundredth time, or the thousandth time. I would rather do one quest that feels like an actual quest and leaves somewhat of a lasting impression than one hundred short quests that feel rather meaningless.

Edited, Sep 17th 2013 11:03pm by Susanoh


FFXI's questing isn't any different than FFXIV's; your nostalgia is tinting your glasses. Like was mentioned above you either killed X mob, brought in Y items from Z mobs, or went to go click on a random ??? in the middle nowhere.

No, you think it's a "better" question option because the story of why you're bothering to get those items or kill that monster is because the meaningless story is literally shoved down your throat in cutscenes. Take away all of those cutscenes, leave nothing but text boxes, and it's absolutely no different than anything everyone else has done.

The stories haven't gotten better or worse in FFXIV. You're simply able to skip them now, people don't bother to read the stories. If you need the sob story about why you need to go carry this woman's love the lunch he forgot (true FFXI quest! -- delivery, just like everyone else) spoonfed to you then you really didn't give a damn about the story aspect of a game anyway.

Nostalgia is a terrible thing.

~~~~

And Catwho I agree, absolutely no one ever gives any real alternatives to what we have for MMO questing. Sandpark made a huge wall of text about... nothing and provided absolutely zero alternatives. No one ever does.
#31 Sep 18 2013 at 4:40 AM Rating: Good
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Viertel wrote:
FFXI's questing isn't any different than FFXIV's; your nostalgia is tinting your glasses. Like was mentioned above you either killed X mob, brought in Y items from Z mobs, or went to go click on a random ??? in the middle nowhere.

No, you think it's a "better" question option because the story of why you're bothering to get those items or kill that monster is because the meaningless story is literally shoved down your throat in cutscenes. Take away all of those cutscenes, leave nothing but text boxes, and it's absolutely no different than anything everyone else has done.

The stories haven't gotten better or worse in FFXIV. You're simply able to skip them now, people don't bother to read the stories. If you need the sob story about why you need to go carry this woman's love the lunch he forgot (true FFXI quest! -- delivery, just like everyone else) spoonfed to you then you really didn't give a damn about the story aspect of a game anyway.

Nostalgia is a terrible thing.


Nostalgia didn't cause to me imagine traveling through The Boyahda Tree to fight Agas with some friends in order to finish off the last quest in a line to obtain Sleepga II. It also can't be attributed to the time I entered the Maze of Shakrami to dig up my wyvern egg to unlock my first advanced job (and that was only one part, the quest spanned multiple zones), just to use a few examples.

I'd imagine you could retort by saying again, that you feel this is the same because it still involves killing, or it still involves items in some way. But the presentation is entirely different. And I do feel that presentation matters. If Sleepga II were instead granted in Rolanberry Fields by an NPC who said "Man, these bees are eating my crops! Get them!" and two minutes later I was a proud new owner of the scroll, I doubt I would even vaguely remember the experience one day later. Yet here I am, years later, able to somewhat recall the actual quest.

And yes, I am fully aware that there are some quests, especially in starting zones, where an NPC might say "bring me bat wings!" These were never considered by anyone I know to be a significant part of the game, and they obviously aren't the type of quest that I am talking about here.
#32 Sep 18 2013 at 4:45 AM Rating: Decent
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Viertel wrote:
And Catwho I agree, absolutely no one ever gives any real alternatives to what we have for MMO questing. Sandpark made a huge wall of text about... nothing and provided absolutely zero alternatives. No one ever does.
Unsurprisingly, the implied alternative is simply no questing and just leveling through grinding, as brought up on the official forums the past million times. "Your quests suck" => "it was so much better when we killed the same mob over and over ad nauseum".

The quest model hasn't changed in close to 20 years because at the base you're doing something for someone else (BTW, based on official press releases and video demos, ESO's "different" quest model seems to be the thing from Oblivion/Skyrim; you run into stuff in the world and it triggers a quest or objective). I personally liked how setting was established through quests, though at times did feel a certain amount of hopelessness. If you did the Coerthas questlines you know what I'm talking about. I do wish more memorable and recurring characters had been introduced along the way. For every Thancred and Nanamo there should have been a Hildibrand or two.
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#33 Sep 18 2013 at 4:51 AM Rating: Decent
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Susanoh wrote:
I'd imagine you could retort by saying again, that you feel this is the same because it still involves killing, or it still involves items in some way. But the presentation is entirely different. And I do feel that presentation matters. If Sleepga II were instead granted in Rolanberry Fields by an NPC who said "Man, these bees are eating my crops! Get them!" and two minutes later I was a proud new owner of the scroll, I doubt I would even vaguely remember the experience one day later. Yet here I am, years later, able to somewhat recall the actual quest.

Yeah, the presentation of quests in FFXI was much different. There were far fewer quests and most of them were much more involved than 'fetch 5 of these' or 'kill 10 of those' style quests. You tend to remember things like bringing a girl a piece of coeurl meat so she can devour it... raw.

"Fetch me 10,000 fish" Smiley: dubious
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#34 Sep 18 2013 at 5:03 AM Rating: Excellent
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FilthMcNasty wrote:
Susanoh wrote:
I'd imagine you could retort by saying again, that you feel this is the same because it still involves killing, or it still involves items in some way. But the presentation is entirely different. And I do feel that presentation matters. If Sleepga II were instead granted in Rolanberry Fields by an NPC who said "Man, these bees are eating my crops! Get them!" and two minutes later I was a proud new owner of the scroll, I doubt I would even vaguely remember the experience one day later. Yet here I am, years later, able to somewhat recall the actual quest.

Yeah, the presentation of quests in FFXI was much different. There were far fewer quests and most of them were much more involved than 'fetch 5 of these' or 'kill 10 of those' style quests. You tend to remember things like bringing a girl a piece of coeurl meat so she can devour it... raw.

"Fetch me 10,000 fish" Smiley: dubious


Touche. Smiley: lol

Although Lu Shang's, like the bat wing quest, isn't the type of quest that I'm talking about for the sake of this discussion.

Edited, Sep 18th 2013 7:03am by Susanoh
#35 Sep 18 2013 at 6:25 AM Rating: Decent
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3.5 out of 5 isn't bad for a GR review. And they're one of the oldest gaming sites on the net.
Theonehio wrote:
Seriha wrote:
Quote:
SE could have done much, much more with it...

Basically an example of what I noted in my last post. Something better could allegedly be done, but we're never told what. My question is, what is that exactly and why has no other MMO yet to do it?


You're asking that question? Why is it every MMO decide to basically be a carbon copy of each other instead of standing on its own? For example people had HUGE hopes for Tera...then it came out and well surprise, aside the battle system everything is the exact same game as every other MMO before it.


I believe Tera(it's a copy of Aion) was trying to cash in on Aion's mistake at launch, while Aion was copying WoW to an extent. At least Tera was not run by NCSoft. If you think SE can be terrible sometimes - NCSoft is far worse and consistently stays that way. But you probably already know that.

Edited, Sep 18th 2013 8:28am by TwilightSkye
#36 Sep 18 2013 at 7:34 AM Rating: Good
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I could go on but it will fall on deaf ears, I am not a game designer, and I'm sure game developers are busy enough as it is. The point I was trying to make is there are various shades you could add to each quest to differentiate them. Does every quest have to be unique? No, but most quest shouldn't fall into the 1-2 dimension category. The wheel doesn't have to be re-invented, but use every wheel that has been invented not just three brands or types.

Thing is, all you've really touched upon are derivatives of the "Kill X, Fetch Y, Go To Z, and Defend/Escort Q" dynamic. Whether it's talking to an NPC directly, overhearing them, or basically stepping into an "event" you're including a bare bones level of the Go To Z element. Quests started by finding a random drop included a mix of the Kill X and Fetch Y unless maybe it's a random interactable in the world (Thus, Go To Z) or harvested from a node. As well, I'd be exceptionally cautious of what you basically outlined in a reputation system. These do exist in MMOs today, perhaps not to the intricacy you hope for, but at the same time, knowing how people play these games, when it's determined the rewards of Faction A are better than those of Faction B, you will never see people do Faction B if it's an either/or situation. From the dev perspective, I also dislike the notion of deliberately gating people from content you've created because it risks eliminating a percentage of Things To Do(tm) with their playing.

I've spent a fair amount of time contemplating how I'd do things had I the means to put a game out there. While I wouldn't call my ideas superior, innovative, or likely for the hardcore, I know one thing I'd definitely like to emphasize is the players having the ability to affect the world in tangible ways. For example, I'd like to establish a good monster eco-system where there's a predator/prey relationship between mobs. If, for example, a certain prey's predator is killed so much within a given span, you'll see more of that prey spawn while less of the predator. On the other hand, if the prey is over-hunted, you'll see them less often while the predators might start popping up in other nearby locations taking on different tastes and potentially influencing that little eco-bubble. I'm on the fence with this possibly affecting harvesting potential, but it's something I haven't drowned out. Either way, the hope would be to create an ebb and flow. I also entertained the thought of actual mob extinction, but in the end I think I take more to the thought of there always being a place where, say, wolves would lurk and could always have a chance to expand their territory and take everything back to "normal" if player intervention was minimal or non-existent. This is also perhaps a point where it's could to simplify crafting materials, like instead of having red, black, and white wolf furs, you'd just have a single wolf fur drop all sub-species would share.

Anyway, this could actually apply the holds NPCs have on areas, too. While I'd probably never make a PvP game for reasons of balancing difficulty, weighing hadcore contribution against casual to avoid that feeling of helplessness, and so on, the thought of players doing things to help an NPC "hold" an area, and thus allowing access to a dungeon, new/special NPCs, and so on does appeal. And while GW2 tried this to a degree, I feel like it was both fleeting and not really... epic enough. You could even tie this into the monster eco-system where if a particular region is suffering from a high pest level, then crops are either more expensive or not available at all from vendors. Overall, the world shouldn't be terribly static and "nature" would always be on the offensive trying to reclaim things toward what one could probably call a launch state.

I also realize this doesn't deviate much from the hated quest tropes, but if done right, you could have no two days of doing "quests" in a particular area being the same. I quoted that because I would indeed like to see FATE-like things going on "out in the field" that could tie into this twisted web of progression and regression.

I'm also somewhat quirky in the fact I wouldn't have our characters run off a general EXP level, but instead have the ability to learn, improve, and later modify abilities. Just to crudely correlate to XI here. Let's say you fight with a sword enough to learn Fast Blade. You also take the time to learn Fire and Banish. With all three "mastered" you could then learn Fire Blade and Banish Blade. With those then capped, you could learn Fusion Blade. Yeah, this basically shifts EXP away from the concept of character to skills, but I've always hated the the aspect of XI and XIV where you "forget" things you've learned just because you talked to a moogle or put on a different weapon. As well, I'd probably tie equipment restrictions to masteries. Like, you couldn't use a 2nd tier sword until you're level 2 in Fast Blade. Stuff like that. Given enough time, someone could potentially master everything, sure, but if MMOs have taught me anything, you have some people who will never touch certain classes for whatever reason. And that's only toxic when they turn around and insist their particular preferred class be top dog and those who invest in others should be deliberately weaker. Anyway, I know this system would need a few more refinements, but my main goal is striving for that good mix of character (skills, gear, crafts) and world growth. I'd also probably try and keep the stories more modular, avoiding END OF TEH WORLD tropes because of the whole hero meets errand boy mis-match that tends to happen with the curious absence of reference to those other players who help you do whatever. So while there could come a point where you'd slay a dragon to protect whatever, you'd never be revered as THE dragonslayer, but more pragmatically amongst those who helped do the deed.
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#37 Sep 18 2013 at 7:37 AM Rating: Excellent
FilthMcNasty wrote:
Susanoh wrote:
I'd imagine you could retort by saying again, that you feel this is the same because it still involves killing, or it still involves items in some way. But the presentation is entirely different. And I do feel that presentation matters. If Sleepga II were instead granted in Rolanberry Fields by an NPC who said "Man, these bees are eating my crops! Get them!" and two minutes later I was a proud new owner of the scroll, I doubt I would even vaguely remember the experience one day later. Yet here I am, years later, able to somewhat recall the actual quest.

Yeah, the presentation of quests in FFXI was much different. There were far fewer quests and most of them were much more involved than 'fetch 5 of these' or 'kill 10 of those' style quests. You tend to remember things like bringing a girl a piece of coeurl meat so she can devour it... raw.

"Fetch me 10,000 fish" Smiley: dubious


I know I'm probably in the minority here but I loved that quest. Very proud when I finally got mine.
#38 Sep 18 2013 at 8:57 AM Rating: Good
The richest goblin on the planet in FFXI lives in Castle Zvahl. I think he bought the place after Shadowlord died and uses all the ancient currency we give him to pay the mortgage.

I still slap him every time I see him since he charged me a 10,000 Whiteshell piece for my Gjallarhorn. Smiley: glare
#39 Sep 18 2013 at 9:48 AM Rating: Excellent
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Susanoh wrote:
Since it's been brought up, I'm personally one who'd take FFXI quests over modern MMO questing. While I wouldn't go as far as saying that FFXI is the pinnacle of quest design, and I couldn't recall many of them in great detail, I do remember being taken to some very interesting parts of the world. I remember some of them having a progressing storyline. I remember them taking more than a minute and a half to complete, and at times feeling like I had actually completed a "quest."

Modern MMO "questing" is the complete opposite. They typically don't make you walk more than 20 seconds from the quest giver, involve about a minute or two of busy work, and you come back to grab your rewards and move onto the next thing. While it's be possible to complete many, many more quests in the same time period using this method, if you're the type who feels that walking outside to grab 3 of this or kill 4 of that isn't rewarding the first time, you aren't going to feel that it's rewarding the tenth time, or the hundredth time, or the thousandth time. I would rather do one quest that feels like an actual quest and leaves somewhat of a lasting impression than one hundred short quests that feel rather meaningless.

Edited, Sep 17th 2013 11:03pm by Susanoh

I think the fundamental difference is whether questing is treated as the "bread and butter" (the route XIV took), or if it's just "icing on the cake" (the route XI took). If the quests in XIV were changed from bread and butter to icing on the cake, that leaves a vacuum in the game with the bread and butter. What does that get replaced with? Grinding out mob kills?

I like that leveling is tied to story lines through questing and missions. I'm not just getting exp so that I can see more of the story line. I'm seeing more of the story line while I'm getting my exp.
#40 Sep 18 2013 at 10:43 AM Rating: Excellent
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Susanoh wrote:
I'd imagine you could retort by saying again, that you feel this is the same because it still involves killing, or it still involves items in some way. But the presentation is entirely different. And I do feel that presentation matters. If Sleepga II were instead granted in Rolanberry Fields by an NPC who said "Man, these bees are eating my crops! Get them!" and two minutes later I was a proud new owner of the scroll, I doubt I would even vaguely remember the experience one day later. Yet here I am, years later, able to somewhat recall the actual quest.

And yes, I am fully aware that there are some quests, especially in starting zones, where an NPC might say "bring me bat wings!" These were never considered by anyone I know to be a significant part of the game, and they obviously aren't the type of quest that I am talking about here.


Exactly. It's incorrect to equate FFXI's quests to FFXIV/other modern MMORPG's quests. FFXI did not depend on quests for leveling, they were extra padding sprinkled here and there. Often they resulted in some strange or esoteric reward that varied between useless and amazing. It made some of them as memorable as they were optional.

It's also because quests weren't meant to be a major source of progression that they were able to take you to odd places or have difficulty spikes or give you odd rewards: there wasn't this perceived need to optimize every task to the point of the barely conscious. I'm so tired of situations like: "Right-click the guy standing next to me. You'll get 12,865 exp., 439 gil, and your choice of a hat, some pants, or another 1200 gil." What the hell kind of interactions are these? Smiley: rolleyes
#41 Sep 18 2013 at 10:44 AM Rating: Excellent
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svlyons wrote:
Susanoh wrote:
Since it's been brought up, I'm personally one who'd take FFXI quests over modern MMO questing. While I wouldn't go as far as saying that FFXI is the pinnacle of quest design, and I couldn't recall many of them in great detail, I do remember being taken to some very interesting parts of the world. I remember some of them having a progressing storyline. I remember them taking more than a minute and a half to complete, and at times feeling like I had actually completed a "quest."

Modern MMO "questing" is the complete opposite. They typically don't make you walk more than 20 seconds from the quest giver, involve about a minute or two of busy work, and you come back to grab your rewards and move onto the next thing. While it's be possible to complete many, many more quests in the same time period using this method, if you're the type who feels that walking outside to grab 3 of this or kill 4 of that isn't rewarding the first time, you aren't going to feel that it's rewarding the tenth time, or the hundredth time, or the thousandth time. I would rather do one quest that feels like an actual quest and leaves somewhat of a lasting impression than one hundred short quests that feel rather meaningless.

Edited, Sep 17th 2013 11:03pm by Susanoh

I think the fundamental difference is whether questing is treated as the "bread and butter" (the route XIV took), or if it's just "icing on the cake" (the route XI took). If the quests in XIV were changed from bread and butter to icing on the cake, that leaves a vacuum in the game with the bread and butter. What does that get replaced with? Grinding out mob kills?

I like that leveling is tied to story lines through questing and missions. I'm not just getting exp so that I can see more of the story line. I'm seeing more of the story line while I'm getting my exp.


That's a really good point. From what I've read about Guild Wars 2, the developers wanted to do away with traditional questing, but the story I've heard (and I don't know for certain that it's true) is that it didn't go over well with their alpha testers and they ended up adding renown hearts, which are basically a variation on the exclamation point ridden quest hubs in other games. Although, even though it's still not overly exciting, I feel like they did a pretty good job with it compared to other modern games of today. For one thing, there are no "hubs" with a bunch of exclamation point ridden NPCs, hearts are scattered across the map and you can begin completing them as you enter the area they cover. The other thing I prefer about them is that there is almost always multiple ways to complete it. If you like slaughtering mobs, there's often an option for that. There might also be an option for setting traps for the enemies, or disarming enemy traps depending on the area. There may be an option to test out siege equipment on targets, or help train some of the novice combatants in the area. And something that I think often gets overlooked, is that dynamic events will often overlap with the quests themselves. One of the options to complete the quest may be to kill harpies, and a dynamic event may occur from time to time around that particular area. If a huge harpy swarm comes along in a dynamic event, you can end up completing both the dynamic event and the quest for that area all in one go. While again, the whole system isn't drastically different, I feel it's at the very least a clear advancement if players must have traditional questing.

As for what could replace traditional questing completely, that's tough to say for sure. I doubt traditional mob grinding could make a comeback at this point. I wouldn't be entirely surprised if eventually we started to see leveling up downplayed even moreso than it is now. Possibly do away with numbered levels completely, have progression for characters through other methods, and a focus on creating a world and content that players find enjoyable. What that is depends on the game, it could be a form of PVP, or raiding, or something else entirely, but I feel like it will be something. Edit: I do want to add that whatever this something is, it should be meaningful in some way. The type of thing that players do because they love doing it, not the type of thing they do while watching TV because they need to get past the filler in order to get the fun parts. I mean, yes, MMOs tend to involve grind, but people buy these games for some reason, whether for players to interact and want to work together, or for players to try and do well and be rewarded for paying attention and performing their role adequately. Just make it a meaningful experience from the moment you step into the world.

Most people I know aren't very big fans of kill this, collect that quests, and even the advocates of them tend to say things like their place exists because there's nothing better. I always see a ton of hype for new MMOs with comments from people who openly feel that the genre has become stale, and they think x is going to be the one that breaks the mold. Some games have tried, some have managed to do decently in a sense, although I don't feel like any have turned the genre on its head yet (at least, not any I've been exposed to). Still, with the state that the genre is in right now, I think it's highly likely that we will see some major changes eventually, and once the first game shatters the mold and becomes truly successful we'll see things like this questing style left in the dust by every other game that comes after it. That is of course, just a prediction, which I may or may not be correct about, although I personally hope that I am. Smiley: nod

Edited, Sep 18th 2013 12:54pm by Susanoh
#42 Sep 18 2013 at 11:21 AM Rating: Excellent
What I would have liked, along with the quest NPCs we have now, would be NPCs that don't get the quest ! until you've just talked to them once to shoot the ****.

There are a lot of NPCs that have no names and say nothing. Give them a name, and then 20 levels later after you've exhausted the known quests for an area, have them remember you talking to them and suddenly pop up a ! next time you're in town.

Seems more natural than asking random strangers to run off jobs for you.
#43 Sep 18 2013 at 3:06 PM Rating: Good
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Viertel wrote:

FFXI's questing isn't any different than FFXIV's; your nostalgia is tinting your glasses. Like was mentioned above you either killed X mob, brought in Y items from Z mobs, or went to go click on a random ??? in the middle nowhere.

No, you think it's a "better" question option because the story of why you're bothering to get those items or kill that monster is because the meaningless story is literally shoved down your throat in cutscenes. Take away all of those cutscenes, leave nothing but text boxes, and it's absolutely no different than anything everyone else has done.

The stories haven't gotten better or worse in FFXIV. You're simply able to skip them now, people don't bother to read the stories. If you need the sob story about why you need to go carry this woman's love the lunch he forgot (true FFXI quest! -- delivery, just like everyone else) spoonfed to you then you really didn't give a damn about the story aspect of a game anyway.

Nostalgia is a terrible thing.

~~~~

And Catwho I agree, absolutely no one ever gives any real alternatives to what we have for MMO questing. Sandpark made a huge wall of text about... nothing and provided absolutely zero alternatives. No one ever does.

I am not stating that XI did it better than others. But the story is one thing you are not grasping the importance of. My whole pet peeve with questing modern or old is they lack subtlety and substance. There is substance in every interaction whether scripted or non scripted. Too often quest make only the outcome pertinent. But if the outcome is all the same way, what makes each experience different for each individual?

If you, me, Tim, Darla, Esteban, rest of the world all go to the same supermarket on Friday. Would the experience getting there be the same for everyone? No, there are all kinds of things that would make Friday different for every person who goes to the supermarket.

It's the story and subtlety that makes everything unique. Make breakfast for your wife and tell her you love everything about her. Be specific and genuine with your motives and emotions. If you were resentful somewhere deep down about making breakfast but did it just because it is polite and seems romantic. She might be thankful but she would receive your generosity differently based off your heart and intentions in the action. Apply any emotion here and voice it. Excitement, supplicative, joy, etc.

You said I listed no alternatives but I am giving the keys to the kingdom here. It's not my job to create these random factors, but I have been providing feedback on various forums since 2009 to SE. Like I said, SE is not the sole guilty developer nor do I hold them to a higher standard. I will play as long as I enjoy the game. The second that joy dims or fades. I will leave temporarily or permanently.

And ARR would still be just fine, just like most other mmos out right now.
#44 Sep 18 2013 at 3:13 PM Rating: Decent
"Convoluted story", sorry, but its not a fair review if he thinks the story is bad. For an MMO, this game has one of the best stories out there.
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