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#1 Dec 07 2010 at 1:59 AM Rating: Excellent
568 posts
An article on Gamasutra that I found really well written.


"A Case Study in Doing It Wrong: Final Fantasy XIV

Now that I've said all this about markets, let me make a few broad presuppositions about typical players. For the most part, when players engage in the market they want these things:

* To feel like they're getting a fair price for anything they buy or sell
* To be able to sell things promptly
* To know what is available for sale and, if something's available, buy it promptly
* To be doing all this with the least amount of time, money, and effort as possible
* To not have to resort to using external systems to engage in the game's market is they can avoid it (they will do so if they feel it gives them a competitive advantage in the marketplace)
* Finally, players do not want to be advertised-to or be "spammed" by people shouting about what they want to sell.

I suggest reading the entire article but these bullet points sum it up on XIV pretty well.
#2 Dec 07 2010 at 2:33 AM Rating: Decent
3,416 posts
* Finally, players do not want to be advertised-to or be "spammed" by people shouting about what they want to sell."

I don't agree. Not in /tell maybe, but /sh sure.
We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#3 Dec 07 2010 at 2:37 AM Rating: Decent
11,576 posts
Good find. I just read your bullet points (I'll read the linked article some other time...sleepy). I'd have to say that I agree, and I'd have to say that it goes beyond just the market system, and god I hope SE is paying attention.

I could take those same bullet points and tweak them around my own little crusade: the crafting system. Like this:


* To feel like they're getting a fair reward for their time spent (guild mark discrepancies anyone?).
* To be able to navigate interfaces promptly.
* To know what is appropriate to make at their rank and, if something's appropriate, make it promptly.
* To be doing all this with the least amount of frustration possible.
* To not have to resort to using external systems to gauge the crafting system's external influences (weather, moon phase, etc.).
* Finally, players do not want to be punished by influences beyond their control or irritated by convoluted systems that can never be properly understood without extremely costly and time consuming testing on the part of the players.

There, now that I've got that out of my system...

A lot of the things SE needed to do in order to combat RMT and make the economy less of a burden on players they've already done. Gil rains from the skies. Materials for virtually anything/everything are available in abundance. The motivation people may have had to buy gil in FFXI simply doesn't exist in FFXIV.

(Related aside: gil spammers in Istory are offering 10 million gil for $150. I guess it's not just the legit players who occasionally forget they're not playing FFXI.)

The final thing SE needs to do in order to smooth out the economy is address the cost of repairs from the NPC. If the basics that you need in order to simply play the game (ie. reasonable gear that is regularly repaired with gil left over) are made available to players, they'll be generally happy at a base level. They might still kvetch about content or rate of progression, but at least you're not kicking them in the nuts at the most basic levels.

When FFXIV was first announced and I started following it, there were certain things I was very much hoping that SE would not carry forward from FFXI, and one of those things is the attitude that it's okay to try and fix one issue by imposing a significant inconvenience on the players. I still shake my head when I think about SE's solution to RMT fish bots on the shores of pretty much any outdoor area in FFXI. Deal with level 1 RMT fish botters, sure. And also make those areas inaccessible to low level players as well. Brilliant solution :P

And here we have it again. Some mediocre plan to enable crafters to make more profit by imposing a substantial inconvenience on players at a very basic level. It just doesn't make sense to me and I have a hard time believing that the devs lack the creativity and imagination to not only come up with better solutions, but to come up with solutions that don't qualify as a backhanded benefit.
#4 Dec 07 2010 at 9:01 AM Rating: Excellent
1,330 posts
The article seems pretty sound--I just hate the "you're a moron if you think otherwise" tone in some parts of it.
#5 Dec 07 2010 at 12:24 PM Rating: Good
568 posts
I have to say that personally I agree with all the bullet points listed and currently none reflect the economy in XIV.

I hope these problems will be fix rather than "alleviated" which seems the word SE is keen on using on this topic.

Perhaps it's so that people won't get their hopes set too high for these version updates?
#6 Dec 07 2010 at 3:03 PM Rating: Decent
3,825 posts
I found the comments on that article more enjoyable than the article itself. I was surprised at the amount of people having an intelligent discussion on MMO economics vs "game X sucks frontal lower extensions".

I do like EVEs economy, however EVE is a PVP game and you have a rather severe death penalty which requires use of said market. So to include it in an article using XIVs market as a centerpiece is a bit odd.
FFXI:Sylph - Perrin 75 Hume THF; Retired (At least from my use any way)
EVE Online:ScraperX; Retired
WAR:IronClaw- Peryn SW;SkullThrone- Grymloc BO; Retired

#7 Dec 08 2010 at 11:45 PM Rating: Good
568 posts
I hadn't even thought of the death penalty but that makes perfect sense.

In XI good gear is almost like playing for a life insurance because dying actually means something.

But in XIV it takes a lot longer for good gear to be needed as I can just "zomiespawn" until the mob dies.

If I'm completely honest I've been buying crap in XIV mostly just to see how it looks on my character. Not because I was compelled to do so because of the game mechanics.
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