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FF12 and The Last Remnant: Influences on FF14?Follow

#1 Jun 11 2009 at 8:02 PM Rating: Excellent
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For those of you who have played either of these games, you can attest that they very much have an MMO "feel." The worlds are sprawled out and the combat seems like something resembling an MMO. Obviously FF11 is going to have major influences on FF14, but what can these two games tell us about the direction SE might take FF14? Are there any other SE games that might be good indications?
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#2 Jun 11 2009 at 8:15 PM Rating: Good
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Infinite Undiscovery has a bit of an MMO feel to it as well, imo.
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#3 Jun 11 2009 at 8:26 PM Rating: Good
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Because it's one of SE's most recent (and unique) RPG offerings, I can't help but think that we'll see a lot of The Last Remnant in FFXIV. I make a lot of reference to the character development system in TLR because it's one of the most freeform and "natural" development systems I've seen in an RPG. TLR did not have xp. TLR had classes, but you didn't choose a class, you were assigned a title based on how you developed your character and certain classes came with certain unique functions in combat (ie. Cavalier got defensive combat options, other classes got the option to launch a flank/rear assault without having to meet deadlock criteria, etc.)

The one thing I found in the development system for TLR that would destroy FFXIV faster than anything was if they implemented a system similar to the Battle Rank in TLR. Regardless of what SE intended, too many players equated it to a "level" system (ie. the higher my battle rank is, the stronger I am.") If SE borrows any aspect of the character development system in TLR, they need to come up with a better way to communicate character abilities that actually has some relevance to the state of that character's development. For the number of times I read, "ZOMFG?!?! I'm BR54 and can't clear NoE?!?!"....oy...bad mojo.

Despite that one aspect that I came to consider a disappointing design flaw, TLR had a lot of really neat ideas that could be brought forward into FFXIV...the limitless diversity, the different wield styles for melee weapons, the arcana system (think skillchains only using magic instead of weapon skills), the attribute progression system...all neat concepts that I think could add a lot of depth and diversity to FFXIV.
#4 Jun 11 2009 at 9:23 PM Rating: Decent
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I agree that TLR had a lot of innovative ideas, but I could never quite get past the fact that you really had no input as to what battle commands were made available. The concept was unique, but I really need to choose what commands to give.
#5 Jun 11 2009 at 9:25 PM Rating: Good
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Kotisu wrote:
I agree that TLR had a lot of innovative ideas, but I could never quite get past the fact that you really had no input as to what battle commands were made available. The concept was unique, but I really need to choose what commands to give.


Fortunately, within the context of this discussion that aspect of TLR would never really be an issue in FFXIV since you'd only be controlling your one character and not macro-managing up to 18 units ;D
#6 Jun 11 2009 at 9:32 PM Rating: Decent
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Quote:
Because it's one of SE's most recent (and unique) RPG offerings, I can't help but think that we'll see a lot of The Last Remnant in FFXIV. I make a lot of reference to the character development system in TLR because it's one of the most freeform and "natural" development systems I've seen in an RPG. TLR did not have xp. TLR had classes, but you didn't choose a class, you were assigned a title based on how you developed your character and certain classes came with certain unique functions in combat (ie. Cavalier got defensive combat options, other classes got the option to launch a flank/rear assault without having to meet deadlock criteria, etc.)


I agreed with a lot of what you said, and this in particular. I proposed this idea a while back but people thought it was crazy, but actually, it seems that a lot of my ideas get picked up eventually. We joke that video game developers are spying on me sometimes, because I don't always post those ideas publicly.

I would actually like to see an embellishment of that system where the way you develop your character unlocks certain keywords, and you can combine those keywords to create your own title. For example, should you specialize solely in fire magic, you would eventually unlock keywords like flame, blaze, vulcan, burning, warlock, mage, mystic, etc. Then you can just combine keywords to create your own job title. So whether you want to be a plain ol' Fire Mage or an Incineration Elementalist is more or less up to you. I think career Thieves would appreciate this system especially. I hear they prefer to be called Treasure Hunters.

But anyway, yes, I've always supported a system where you develop based on what you do more than what you picked from a menu, and I think that TLR is indicative of SE's willingness to try this out in FFXIV.
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Hyrist wrote:
Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.
#7 Jun 11 2009 at 10:37 PM Rating: Default
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The one issue I would worry about most with TLR being in FFXIV is the freaking framerate and bug issues.
Let that be one issue resolved.

Though we probably shouldn't worry, it's going to be using the Crystal Engine.

If the Crystal Engine fails, then so will probably every other SE game released on anything other than PC in the next few years.

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