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Blog of Nobuaki Komoto (6/24)Follow

#1 Jun 24 2009 at 10:07 AM Rating: Decent
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Interview with Nobuaki Komoto (6/24)

http://www.mmorpg.com/blogs/Hyanmen/4096_Nobuaki-Komoto-the-director-of-FFXIV.html



Sorry >.< it's a blog about, not an interview

Edited, Jun 24th 2009 1:13pm by BemanElf
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#2 Jun 24 2009 at 10:28 AM Rating: Good
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Yeah it's just a blog post about the guy, I wish I could interview him though ;) Anyhow, thanks for posting the link!
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#3 Jun 24 2009 at 10:41 AM Rating: Default
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BemanElf wrote:
Interview with Nobuaki Komoto (6/24)

http://www.mmorpg.com/blogs/Hyanmen/4096_Nobuaki-Komoto-the-director-of-FFXIV.html



Sorry >.< it's a blog about, not an interview

Edited, Jun 24th 2009 1:13pm by BemanElf


Nice read, but a full scale mainly story driven MMO will flop hard in eyes.
I hear also that SWTOR will be a full scale mainly story driven MMO but we need to see how that turns out as well.

I mean I don’t have a problem with this BUT since there are really no time sink or grind in a story driven game, one tends to finish the game very fast (think of offline FF games). And there is no way on earth that they would keep up with the story content to satisfy MMO players, unless you can only play for 30 min/day.

If this is true then FF14 will undoubtedly be a disaster, and I don’t see how this game will succeed at all.


Edited, Jun 24th 2009 2:56pm by Maldavian
#4 Jun 24 2009 at 10:58 AM Rating: Good
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That's a very interesting point you bring up. One of the things I don't like about the Fields of Valor system is that you had to wait before doing another training session. I hope there's no limit on "how much content" you can do in one day.

Also, what I think they mean by 'completely story driven' is that the story will be a serious backbone to the game in terms of world exploration and content discovery. In games like WoW, you go anywhere and do anything that you please -- it's only linear in terms of zone levels. I envision MMOs that're story driven to guide you through the world through quests, cutscenes, and encounters, until it's completely explored. Then, you decide how to max your character from there, and you've gotten a taste of all the world has to offer; you've tried crafting, PvP (if it's a large enough system), encountered each mini game (should they exist), etc., all through the story. Once you "use up" the story, you have a lot to do in terms of CHARACTER progression while you wait for new, story-driven content to come out.
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#5 Jun 24 2009 at 11:08 AM Rating: Decent
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Also, what I think they mean by 'completely story driven' is that the story will be a serious backbone to the game in terms of world exploration and content discovery. In games like WoW, you go anywhere and do anything that you please -- it's only linear in terms of zone levels. I envision MMOs that're story driven to guide you through the world through quests, cutscenes, and encounters, until it's completely explored. Then, you decide how to max your character from there, and you've gotten a taste of all the world has to offer; you've tried crafting, PvP (if it's a large enough system), encountered each mini game (should they exist), etc., all through the story. Once you "use up" the story, you have a lot to do in terms of CHARACTER progression while you wait for new, story-driven content to come out.


I think this is what CoP did, making it very likely that they'll go to this direction- but was it enough? Maybe if it was done like that from the start, but that'd be kinda risky I think.

I hope that there'll be some kind of carrot to it other than world exploration. "You did so well on the fight at the big bridge, that I'll give you this crystal! Use it to obtain the spell Cure II/Blizzard/Sneak Attack"
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#6 Jun 24 2009 at 11:11 AM Rating: Default
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Kharmageddon wrote:
That's a very interesting point you bring up. One of the things I don't like about the Fields of Valor system is that you had to wait before doing another training session. I hope there's no limit on "how much content" you can do in one day.

Also, what I think they mean by 'completely story driven' is that the story will be a serious backbone to the game in terms of world exploration and content discovery. In games like WoW, you go anywhere and do anything that you please -- it's only linear in terms of zone levels. I envision MMOs that're story driven to guide you through the world through quests, cutscenes, and encounters, until it's completely explored. Then, you decide how to max your character from there, and you've gotten a taste of all the world has to offer; you've tried crafting, PvP (if it's a large enough system), encountered each mini game (should they exist), etc., all through the story. Once you "use up" the story, you have a lot to do in terms of CHARACTER progression while you wait for new, story-driven content to come out.


Exactly, and the only way I see this will work, if you have the game heavily dependant on the story, is either;

1. Input a lot of coc*blocks into the game so that you can’t finish all the stories/missions in one go, and since it’s a "mainly" story driven game there is nothing to-do then logoff. Example of a coc*block is maybe you can only have 1 shot at a mission/week and if you fail you need to wait x amount of time before trying it again ( aka Algalon in WoW, you could only try him 1 hour / week )

2 They will let you finish the stories in one go and try to feed you enough stories/missions that you always have missions/stories to-do even if you play 24/7. I really find this extremely hard to believe since the amount of time it takes to make good quality stories/mission is a lot lot longer than actually playing out the missions and complete them.

PS: The balance that FFXI has between mission/story content and non mission/story content is perfect IMO, they shouldn’t derivate from that.

Edited, Jun 24th 2009 3:14pm by Maldavian
#7 Jun 24 2009 at 11:21 AM Rating: Good
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PS: The balance that FFXI has between mission/story content and non mission/story content is perfect IMO, they shouldn’t derivate from that.


What they haven't tried, is to mix up the 2. It doesn't necessarily have to be the same exact way of progressing through the story as in FFXI (cutscene>cutscene>fight>cutscene) but it could be a part of main game (level 5 times > do the mission to progress to next area). I don't really know, but I am confident that there are lots of different ways to approach it.

Edited, Jun 24th 2009 9:21pm by Hyanmen
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#8 Jun 24 2009 at 12:06 PM Rating: Decent
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Sorry again about the mix-up.. but thanks Hyanmen, it is a very good read and I will be keeping up with it.
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