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New FFXIV details releasedFollow

#52 Sep 10 2009 at 7:26 AM Rating: Good
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Quote:


what does this means?
is this as a team position or against monster?
I thought that we fight on field just like FFXI except FFXIV is non-targeting game.

1)Just like ordinary rpg game position
--------PC1

PC2---PC3-------Enemy

--------PC4


or


2) just like in FFXI

--------PC1

PC2--Enemy--PC4

--------PC3


Probably that the mob cannot evade when attacked from behind.
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#53 Sep 10 2009 at 8:29 AM Rating: Excellent
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There will be an article up tomorrow morning once I grab the magazine that contains this interview. Good night for now!
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#54 Sep 10 2009 at 4:30 PM Rating: Decent
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I hope the FFXIII graphics team can help with XIV when they're done with XIII to help speed things along. As for zoning, I personally don't mind as long as we can still chat!
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#55 Sep 10 2009 at 4:45 PM Rating: Good
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Quote:
There will be an article up tomorrow morning once I grab the magazine that contains this interview. Good night for now!



Will there be more new information, like is it another huge article? Or was the stuff that leaked the entire article?
#56 Sep 10 2009 at 5:10 PM Rating: Good
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Quote:
Nope, wasn't directed to you at all.


It was me.

Critically speaking, graphics rarely have much impact on a game. I'm not saying that graphics don't boost sales-- you can put graphics on a billboard, a commercial... it's the face of your game, and there's at least some conception among gamers that the more effort you put into graphics, the more you put into the rest of your games.

But a game's critical reception has very little to do with graphics. There are always a few graphics whoretards who feel the need to vocalize the most minute differences. Particularly in a subscription game, graphics can bring in new customers, but they will not keep the dollars flowing.
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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.
#57 Sep 10 2009 at 6:44 PM Rating: Good
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Kachi wrote:
That's all well and good, but it gives me the sense that they're worrying too much over graphical aspects. Graphics are great, but they rarely make or break a game.


Well, for one, this depends on your definition of "graphics" as the term isn't exactly solid, but assuming you just mean how a game looks and not just the technology used for said graphics.

This is incredibly, incredibly unlikely. Games aren't made with a solid bar of resource that can be divided one way or the other, they're made by teams with individuals with different talents and purposes. It's the art directors job to worry about how the game looks, and he's basically in a completely separate universe from where the people who work on gameplay and mechanics are as far as "time" or "effort" allocations are confirmed. How hard the artists work or how much they do is almost entirely removed from how much is done on other parts of the game.

The only way for them to really worry too much or focus too much on the graphical aspect of the game is if they're actually diverting a large amount of budget from other areas. Which is entirely unlikely considering this is 1) a pre-existing team and 2) an established developer that obviously knows more than a little bit about successful development process.

I'd say if anything (provided this article is true) we're getting so much information on this part of the game because, well, the essentials are still under wraps and subject to quite a bit of change.

Not that you don't know all of this. But there's always someone somewhere in need of education.

Kachi wrote:
But a game's critical reception has very little to do with graphics. There are always a few graphics whoretards who feel the need to vocalize the most minute differences. Particularly in a subscription game, graphics can bring in new customers, but they will not keep the dollars flowing.


Well, again, how do you mean graphics? (I really freaking hate the term "graphics" after all this time, by the way. You know how many people think a game like Vagrant Story has "bad graphics"? The term, for a lot of people, has no worthwhile meaning in serious discussion.) If you're talking technology, I'd actually mostly agree. FFVI was a beautiful game, and there are a number of PS3 games that really look much worse in my opinion. Focusing on how Crysis-like you can get a game is ridiculous.

But if we're talking about artistry, well, no. Not so much. Good art does actually make a game better, bad art does actually make a game worse, and more often than not good games have good art and bad games have bad art. This isn't actually so much a direct effect; having skilled artists but poor gameplay won't help much. But teams that know the value of good art and how it relates to the psychology of game design will simply more often be more experienced, better teams.

But having good art and using it well makes a gaming experience better, end of story. Not necessarily as important as having engaging game mechanics, but it definitely is a factor.

But then I'm saying "art" and not "graphics". FFXIV doesn't need to have groundbreaking graphical technology to look good, it just needs good artists. Though at this point it looks like it may have both.

TheJollyJokers wrote:

Can anyone tell me how this might be a cool thing?


What Evayde said. The animation video from gamescom looked good. You can mess up mocap pretty bad, but so far the results are kind of stellar.

So long as they don't do it for all of the cutscenes and go with mocap actors that love to exaggerate every slight head movement when they talk. Fffff I hate that.
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#58 Sep 10 2009 at 7:16 PM Rating: Excellent
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I think what they mean is that they're 50% done going through and replacing all the placeholder art with finalized art.
Because if the game was 50% through Production itself, we'd have to wait another 5 years or so. ^_^;

Placeholders are put in so folks can work out all the programming, mechanics and basic testing without having to wait for all the art to be done. Generally, something like programming the game's basic mechanics is something that gets done early, and something like art is worked on until the very last minute. If they're focusing on finalized art, that means they'll be Alpha in a few months.

So while the graphics might be 50% done, the game as a whole is probably more like 75-80%.


Nothing to worry about, SE seems to be right on schedule. :)


Edited, Sep 11th 2009 12:01am by Zemzelette
#59 Sep 10 2009 at 8:16 PM Rating: Good
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Take this for what you will, but my cousin works at gamestop, and he said his manager go to go to some kind of manager convention where different companies present games to them, and FFXIV was one of them. He said the presentation was awesome, the game looks fantastic, and that the characters and animations are great, and the battle system works by selecting commands and then getting the timing right to execute them.

That's all I know, secondhand from my cousin.
#60 Sep 10 2009 at 8:19 PM Rating: Decent
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To clarify; art is important to critical reception. Graphics aren't really. Art includes style and atmosphere. When I say graphics, I'm referring purely to the act of making the art as clean, realistic, and hi-res as possible. The people that marvel over the realism of the water rather than the artistic context of the water.

As for resource distribution, it would bode poorly if these were the points they were hyping up in a source like Famitsu. Though there's nothing wrong with having a skilled, dedicated graphical team, you let screenshots and trailers do the talking for them. You don't generally hype the graphics as much in a core gamer information source unless that's all you've got.
____________________________
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.
#61 Sep 11 2009 at 12:58 AM Rating: Default
Thief's Knife
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15,053 posts
Mykha wrote:
http://nintendrone.blog.com/2009/09/09/new-final-fantasy-xiv-details/


All great news, with the exception of the same zoning system as XI, and NPCs with no voices. These are two major downsides and already date the game.


Given SE's horrible track record with voice acting this is probably a good thing.
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Final Fantasy XI 12-14-11 Update wrote:
Adjust the resolution of menus.
The main screen resolution for "FINAL FANTASY XI" is dependent on the "Overlay Graphics Resolution" setting.
If the Overlay Graphics Resolution is set higher than the Menu Resolution, menus will be automatically resized.


I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#62 Sep 11 2009 at 1:01 AM Rating: Default
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TheJollyjokers wrote:
Quote:
Characters will not age, however, you will be able to change your hairstyle


Yay! A wish fulfilled.

Quote:
-Character movement utilizes motion capture. Was not used at all in XI


Can anyone tell me how this might be a cool thing?


Hint: Pixar does not use motion capture.



Mocap is 3D rotoscoping. It's not better than keyframing, it's a crutch for people can't animate well with keyframes.

Edited, Sep 11th 2009 6:06am by Lobivopis
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Final Fantasy XI 12-14-11 Update wrote:
Adjust the resolution of menus.
The main screen resolution for "FINAL FANTASY XI" is dependent on the "Overlay Graphics Resolution" setting.
If the Overlay Graphics Resolution is set higher than the Menu Resolution, menus will be automatically resized.


I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#63 Sep 11 2009 at 1:14 AM Rating: Good
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2,084 posts
It's not necessarily always a crutch. Some motions are just amazingly difficult to completely keyframe convincingly, or more importantly, are very time consuming to animate, regardless of skill.

But you're right that mocap isn't better than keyframe. I've always just looked at it as a nice base to start off that you usually need to correct with keyframes anyway.

Edited, Sep 11th 2009 2:16am by Kirbster
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#64 Sep 11 2009 at 8:42 AM Rating: Good
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hexid wrote:
Quote:
-Battles with enemies will take into account front/back/left/right positioning. Haven’t thought about elevation effects


what does this means?
is this as a team position or against monster?
I thought that we fight on field just like FFXI except FFXIV is non-targeting game.

1)Just like ordinary rpg game position
--------PC1

PC2---PC3-------Enemy

--------PC4


or


2) just like in FFXI

--------PC1

PC2--Enemy--PC4

--------PC3

Edited, Sep 9th 2009 2:28am by hexid

Edited, Sep 9th 2009 2:28am by hexid


Reading the new interview it sounds like players will fight in a circle formation to protect each others backs. This makes sense since we've heard that we will be fighting multiple enemies at a time.
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