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#52 Apr 19 2013 at 9:58 PM Rating: Excellent
KaneKitty wrote:
Wint wrote:
I expect they will do better than most developers since there is a lot riding on it but we'll see.

So all of those other, long development time, multi-million dollar MMORPGs just didn't have enough "riding on it" to justify making content?

Well, these arguments don't matter, really. There's always a surge of blind XIV-defence following lengthy announcements. I attribute it to people trying hard to maintain their level of excitement for the game and therefore stomping out opposition with particular force. But it always happens that, months later, that glow wears off, and those same people alter their expectations along with their tone - that is, until the next announcement. Then some time later they slip away from the game quietly and forget all about what they said on the forums.

(Oh, and this isn't necessarily direction at you specifically, Wint, even though I decided to quote your comment at the top.)

Edited, Apr 19th 2013 10:55pm by KaneKitty


Arguably yes (to your first question), how many other MMO's rebuilt from the ground up? Not that those other devs didn't want the game to succeed, but I think you would agree there is a lot more riding on this.

I don't have to try to maintain excitement, I keep counting the days until this game launches, not sure what you're talking about there Smiley: smile
#53 Apr 19 2013 at 10:02 PM Rating: Good
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Wint wrote:

Arguably yes (to your first question), how many other MMO's rebuilt from the ground up? Not that those other devs didn't want the game to succeed, but I think you would agree there is a lot more riding on this.

I don't have to try to maintain excitement, I keep counting the days until this game launches, not sure what you're talking about there Smiley: smile


Has a release date even been set yet, or do you keep telling yourself... maybe tomorrow it will come....

Tomorrow comes /sigh and you think maybe it will come tomorrow...

Tomorrow comes /sigh and you think maybe it will come tomorrow...

Tomorrow comes /sigh and you think maybe it will come tomorrow...

Tomorrow comes /sigh and you think maybe it will come tomorrow...

Tomorrow comes /sigh and you think maybe it will come tomorrow...
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#54 Apr 19 2013 at 10:38 PM Rating: Good
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I think that's exactly what it is Kane. SE can't afford for this game to fail. Literally. It's not blind defense. There is a lot riding on it. They can't even afford mediocre.

A bit off topic: There was a recent fighting game tournament called, Texas Showdown. At the grand finals, the last two players decided to split the pot. Usually first place takes 70%, while the second takes 20%. There was a huge uproar from the spectators, claiming that the players didn't play to their fullest. At the start of the match, they both hit "random." The match that followed was pathetic. Those two players had a wonderful showing all throughout the entire tournament. After the random match, they picked their usual characters and played the best of 5 matches. By then, many people had already logged off the stream, left the audience etc.

Many people aren't opposed to the players splitting the pot at the end, only if they players give a good show. What's the point of going all the way to the grand finals to see scrub-like gameplay. The sad thing is, both of those players are known "best in the worlds." They've both made clutch comebacks with their character 1 hit away from defeat but managed to pull it off.

Back on topic-ish: My view on the issue is, with both players going into the matches with the mindset that the outcome of the match is "whatever" because we're splitting the money, the fans will never see that high level of play a person who really wants to win it all. If you know you're going 50/50, what's driving you to win? You have nothing propelling those amazing down to the wire fights, because they're comfortable. It's no different than a casual exhibition match with nothing on the line.

Hell, the title Final Fantasy came about because that was going to be their last game. We can't change the failure that was 1.0. They have made massive changes to turn that around. I think that's where most of the faith comes from. SE has been high on their own supply for far too long. It's because they have so much to lose, that they're expected to deliver. It really depends on how badly they want ARR to succeed. I strongly believe that the situation they're in right now, can help ARR be something "special."

Edited, Apr 20th 2013 1:04am by GDLYL
#55 Apr 19 2013 at 11:24 PM Rating: Decent
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Unfortunately it really doesn't matter how much they need it. Good design is a matter of skill, not just effort and good intention.
#56 Apr 19 2013 at 11:25 PM Rating: Good
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Very true. You just can't dismiss that aspect. Skill with no drive to use it is just as useless.

Edited, Apr 20th 2013 1:26am by GDLYL
#57 Apr 20 2013 at 1:00 AM Rating: Default
I have to agree with KaneKitty (whether he/she wants me to or not). Yoshi-P's vision is becoming more and more cookie cutter and "safe" as more information gets revealed.

The most troubling thing for me definitely is the tiered/straightforward progression on equipment upgrades, though I should have expected it.

I don't like the defense that this won't fail because Square Enix won't let it fail. The fact that they're putting a lot of time and money into it doesn't change the results that are currently being unveiled. It's the same game we've seen done hundreds of times over the past decade. Sorry, but that's just how I feel on the matter.


LebargeX wrote:
Playing it safe now and getting people on board is exactly what they need to do right now. Build a wide base, and then expand upon it later.


I would have to strongly disagree. If the game is a standard, ultra-safe cookie cutter game from the get go, they might not even get the chance to expand upon it later. I mean, a lot of people who play ARR will be revisiting it after the 1.0 fiasco. It's unlikely that they will give the game a third chance if it turns out to be super-generic and boring.

Even if you do like the kinds of systems that Yoshi-P is implementing, there's still the simple fact that it's been done hundreds of times already.

In my opinion, the only thing that can really save ARR from a train wreck is if Yoshi-P has something crazy hidden in his hat that sets the game apart from the other hundreds of similar titles. Smiley: dubious

(Sorry to go full 'doom and gloom', but that video really set in stone a lot of the stuff I was worried about)

Edited, Apr 20th 2013 3:03am by Killua125
#58 Apr 20 2013 at 2:05 AM Rating: Good
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I've never said that it won't fail. So put a pause on that "it won't fail defense" misinformation. If you find my post that says so, do tell. I've stated that it's the only thing that makes me give a sh*t. People with nothing on the line, aren't as motivated as those that do. It is what it is. It doesn't matter if you think otherwise, it doesn't change that.

SE's been a huge let down globally the past several years. Is it that hard so fathom, that they might actually want to get their sh*t together before things get worse? I personally think they're at rock bottom, in terms of RPGs. Or do you just think they're too stupid to know any better? I know we like to think highly of ourselves and assume we have the answers to the problems at times. I don't don't feel that way. I'm operating under one assumption. That if they don't want their company to go under, they have to do something about it. Whatever that is, has nothing to do with what kind of game you personally want. I don't agree with everything Yoshi does, and I still think classes are a waste. Combat videos also don't interest me as much as 1.23.

If it fails, I'll just think that they didn't want it badly enough. If you're going to spend close to 100 million, get it done right. The reason why I'm so interested in motivations/effort, is 1.0 release. They clearly did not give a @#%^ about us. No sane person would release that PoS and think it was OK. They counted on the fan base though, and they were wrong. We get so caught up with what we want, we never stop to wonder about what it's like for them. This is Yoshi's make or break it moment. Can you imagine the pressure? Unless you believe he's thinking, " Ah well, if it fails, it fails."

Being objective doesn't mean I have to be detached. I know what I want in the game. I see what other's want. I understand what needs to be in the game for it to succeed, even if I don't like it. As much as I want to play this game, they need it to succeed more than I do. If it fails, "oh well indeed," our lives go on unhindered. That's the reality. That's why I decided to have a bit of faith. I have no qualms with some of your 'legitimate' doubts.

Oh quick question killua, what 100s of MMOs are being emulated by ARR? Just curious if that was true, or if you're being hyperbolic. I get the "global standard" but I was hoping for more specificity.

Edited, Apr 20th 2013 4:08am by GDLYL
#59 Apr 20 2013 at 2:17 AM Rating: Good
I wasn't specifically replying to you with the defense thing, I was really just replying to the whole thread.

As for the hundreds of similar MMORPGs (linear fetch quest/running from marker to marker+instanced dungeons/linear equipment progression, etc) you can just Google "free MMORPGs", because they're almost all like that - copying off World of Warcraft - with a small amount of exceptions. No, I wasn't exaggerating.

There has also been quite a few high budget P2P MMORPGs which tried to use that model and they failed because (in my opinion) gamers are sick of it. It's been done to death at this point.

Edited, Apr 20th 2013 4:19am by Killua125
#60 Apr 20 2013 at 2:45 AM Rating: Good
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412 posts
Ahhh, I see. You meant the MMO on rails thing.
#61 Apr 20 2013 at 2:50 AM Rating: Decent
Yeah, but also the way the rest of the game works as well. It's all very similar to so many other games.
#62 Apr 20 2013 at 7:54 AM Rating: Good
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972 posts
Killua125 wrote:
I have to agree with KaneKitty (whether he/she wants me to or not). Yoshi-P's vision is becoming more and more cookie cutter and "safe" as more information gets revealed.

The most troubling thing for me definitely is the tiered/straightforward progression on equipment upgrades, though I should have expected it.

I don't like the defense that this won't fail because Square Enix won't let it fail. The fact that they're putting a lot of time and money into it doesn't change the results that are currently being unveiled. It's the same game we've seen done hundreds of times over the past decade. Sorry, but that's just how I feel on the matter.

These forums have seen your side and you have read the opposing sides opinions. It is evident your opinion is not being swayed nor is the others side. I would like to point out that Final Fantasy I-IX didn't drastically change the formula but they still found an audience and in those times the audience wasn't as black and white between which FF was the best. It was from FFX on that people started finding less grays and more extreme opposite opinions. Which ironically is when the series started to change more drastically from one FF to the next. Which leads us to FFXIII-3, a FF that you control one character during battles. How different is that from the previous FF before? Any game can fail regardless of the company or budget. In the case off FF, much of the scrutiny is coming from losing their roots versus changing the core. No matter how unique or beautiful a tree is. If the roots are brittle and weak, The tree will fall during the first storm.

Killua125 wrote:
I would have to strongly disagree. If the game is a standard, ultra-safe cookie cutter game from the get go, they might not even get the chance to expand upon it later. I mean, a lot of people who play ARR will be revisiting it after the 1.0 fiasco. It's unlikely that they will give the game a third chance if it turns out to be super-generic and boring.

Even if you do like the kinds of systems that Yoshi-P is implementing, there's still the simple fact that it's been done hundreds of times already.

In my opinion, the only thing that can really save ARR from a train wreck is if Yoshi-P has something crazy hidden in his hat that sets the game apart from the other hundreds of similar titles.

I would have to mostly disagree. If the game is a unique, bug ridden/untested game from the get go, they might not even get the chance to expand upon it later. I mean, a lot of people who play ARR will be revisiting it after the 1.0 fiasco. It's unlikely that they will give the game a second chance if it turns out to be a jumbled mess with the possibility to be fun and no FF identity.


Is Yoshi's vision pushing the envelope on what it means to be an mmo? No it is not.

I'll tell you what his vision is doing though. The vision is examing the full breadth of previous FF and searching for the roots of what makes a Final Fantasy a Final Fantasy. As I said before, no matter if every game resembled all the other mmos. The universe is what makes them different, the story, the spin on progression systems, the sounds, the artwork, the history, the jobs, the combat systems, etc.

This game must be a Final Fantasy before an mmo, before being a unique but un FInal Fantasy game, before pushing the envelope.
Because even if it succeeds on the two latter. The former(the brand) has no weight. It may as well not even be called Final Fantasy if that is the case. You may argue that the two latter are more important than the former. But for me personally it's the former. I didn't come to this mmo seeking to experience a brand new, unrecognizable but fun game.

Once the roots are sturdy, I totally agree with you. But instead of pushing the envelope on all fronts. I want them to push the envelope on what it means to be a Final Fantasy. How can we interact with magitek, chocobos, jobs in a way that hasn't been explored before? They can be successful being niche or safe. But they can't surpass all expectations without pushing the envelope.
The key is to small chunk it into processes with feedback. Not come storming out of the gates.

The normal/safe people work hard, they fail less, but the reward is neither great nor terrible.
The great work smart, reach for the sky, fail hard, fail hard, fail hard, fail hard 100 times, but they get back up and the end reward is superb.
#63 Apr 20 2013 at 10:16 AM Rating: Good
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The thing is you're going to have your basic gameplay which will keep interest for a certain period of time. Then they introduce player housing and Gold-Saucer-esque (think Darkmoon Faire for the WoW crowd). The thing that WoW has going for it, is they add material for HC and Casual. Hardcore players will burn through everything very quickly, but they still constitute a minority of the player population. So SE is going to add lots of little tasks while keeping the combat of the game not too hard, but fast-paced. There will be some hardcore mechanics, but a large portion of the game will be accessible to people that don't have to schedule out their life in 4 hour segments 3-6 times a week. The idea is to create more content that everyone can enjoy, rather than focusing on a small percentage of the population.

You might login and be like, okay, I can farm shards to sell on my retainer so I can upgrade the roof on my house... Or I can work on the garden to generate X material. Or I could raise my Chocobo. Or I can work on winning some GP from the Gold Saucer to unlock some missiles for my magitek mount. Or I could run a 4-man dungeon to get some gear so I can raid this weekend... Or etc.

Basically in order to really make this a great game, they need to create an incentive to login, and a world needs to be populated by players. Both people that pay and people that play.
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#64 Apr 20 2013 at 1:48 PM Rating: Decent
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There are definitely some very legitimate concerns. Some of Yoshi-Ps statements make it seem that all of the content is laid out openly, and that the only thing for players to do is choose from the menu. This would be especially unappealing to anyone who really liked FFXIs style.

What I mean is that secrets and mysteries to find are a big part of what fills the world and what makes it interesting. If Yoshi is saying that there will be none of that at all, than the games world may seem empty and boring, even if there's lots of content. Part of what made exploring in FFXI fun was the possibility of finding interesting or useful things, like a nice spot to farm certain items or exp at certain levels, or some obscure NM way out in the middle of bumble#### nowhere or in some side area deep in some dungeon. If there isn't even the possibility of finding anything like this, and going anywhere that a quest doesn't tell you to is a waste of time, than the world may as well be empty. I personally don't think it will be exactly like that, but I definitely understand why some people are concerned

The FATE system is a great idea if it isn't to the exclusion of any kind of mystery. I'm glad that they're weeding out camping and competition from the design of NMs [I know some aren't]. it makes sense to me to do this, but if FATEs are always announced zone wide than that would be somewhat disappointing to me. I hope at least that they also implement some smaller scale FATEs that are secrets, and are only announced to those who stumble upon their immediate location. I think that these kinds of situations would benefit from Fate mechanics that remove camping for the claim.


Wint wrote:
I remember my first experience with the Sea Horror. I love sh*t like that.


BartelX wrote:
Heh, I actually do too. I still remember going back on my thf and soloing him and dancing on his corpse as it disappeared... not that I'm still mad or anything. >.>

Edited, Apr 18th 2013 10:14pm by BartelX



I think this is telling. This aspect is often overlooked, but I think is a big part of what made FFXI great, and not just good. The fact that things happened to you in FFXI, years and years ago that you still remember vividly is telling. I'm not talking about Sea Horrors, but the idea that truly unexpected and interesting things can happen to you. imo, someone who would discard this because it might sometimes be inconvenient lacks an understanding of what true quality is [or doesn't care]. Let me clarify that by inconvenience, I'm referring to the possibility of being killed. that's not inconvenient, it's playing a video game. sometimes you die, even when you didn't want to.

The inconvenience of waiting on airship arrival/departure/flight times is a legitimate complaint though. From a design perspective, I'd think that it'd be possible to have it both ways. It may be tricky but it should be possible, maybe by having a first class option available after riding a given ship enough times that lets you bypass the wait times, while still having the full ride available for those who have time and/or want to utilize features such fishing, [on ship]FATEs, or just nice scenery and music for the ride.

FFXI could certainly have benefited from some more direction in some areas, or streamlining of certain features.

I think that it's definitely possible to have the best of both worlds though. There can be a path completely laid out and prepared for players to follow within a world that's also completely filled with secrets, mysteries and easter eggs. It will require that much more content though, so I can see why some people are skeptical. The game could follow a vertical growth path, while still having some horizontal growth options available at every step so that there's a verietly of viable gear at any given point.

I completely understand why some people are concerned though. Some of Yoshi's statements can be interpreted to suggest that these laid out paths will be to the exclusion of any hidden content. If I'm out ******* around in the game world and I'm told [indirectly through design] that if I don't have a quest logged for that area or have not been told to go there by an NPC, that I'm wasting my time by being there, that kind of kills it. It's interesting that some people don't understand this, but if your exploring, and you know you're not going to find anything [besides the sites] it's not really as much fun.

At this point, I'm sure the game will be lots of fun, and that I'll enjoy my time with it for at least a good while [like many other good games that have come out in recent years]. What remains to be seen is if it will be as memorable and long lasting as FFXI. It would be a lot to expect for it all to be there at launch but I hope it's at least going in that direction.
#65 Apr 20 2013 at 5:30 PM Rating: Excellent
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FFXI player, retired before 70 and much of everything anyone goes on about on these forums, then a FFXIV player; I wanted to love FFXIV and I feel that way about ARR. I desperately want it to be good. I want to get back into the world, but I want to know the world isn't just a levequest run and logout. I want it to be engaging enough that people will play and with the large groups of people I can get parties and be social, as well as tackle most (if not all content) without having to retire from real life: XI had that element that you had to play hundreds of hours and camp NMs forever so you could eventually get a party: SAM without the best ACC gear? (No thanks, I'm not interested)

I am not interested in another bourgeois game. XIV looked like it was going to get there but it seemed like no one knew what was going on with it, it was far too aimless (not open-ended). I relied on retread content heavily (leves, how many times do you have to find the sheep that's really an imp?), it did little to promote its story and in the end SQUARE (edit: typing too fast!) realized they couldn't just patch it--they had to rebuild it to make it any good. I am happy that they are doing that. I like the visual style, a lot of the game play elements and I'd love to see what the story is now.

But after all of this I'm supremely apprehensive, so they're not getting an automatic purchase out of me--which is what I fear will be the majority's take on it. Hopefully they've done right by themselves and in doing so relieve the pressure and assuage gamers to return.

Edited, Apr 20th 2013 7:46pm by Krycis
#66 Apr 20 2013 at 6:15 PM Rating: Good
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Hehehehe Sony. Smiley: dubious

Edit: He fixed his typo Smiley: lol Plus I got voted down. Smiley: rolleyes

Edited, Apr 21st 2013 12:14am by GDLYL
#67 Apr 20 2013 at 6:45 PM Rating: Decent
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DERRRRRRRRRRRRRRRRRRRRRPPPPPPPPPPPPPPPPPPPPPPPPPPP
#68 Apr 20 2013 at 10:21 PM Rating: Good
I hope the hard work pays off and it succeeds. I'd like to see the game prove everyone wrong and make a come back. Even with those feelings, Yoshi P's not getting me very excited. I haven't paid much attention in the last year though, but what I have heard it seems like an average mmo with some Final Fantasy fan service.

It could still be great but I can't get hyped on that.
#69 Apr 20 2013 at 10:27 PM Rating: Good
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618 posts
apapertiger wrote:
I hope the hard work pays off and it succeeds. I'd like to see the game prove everyone wrong and make a come back. Even with those feelings, Yoshi P's not getting me very excited. I haven't paid much attention in the last year though, but what I have heard it seems like an average mmo with some Final Fantasy fan service.

It could still be great but I can't get hyped on that.


You can make up your own mind once they goto open beta (no clue when that is, still trying to get in myself) and then judge it from there. Will you like it.. time will tell.
____________________________
FFXIV Gilgamesh: Nghthawk Evenfall
FFXIV Gilgamesh: Nytehawk Evenfall


Time is but a window,
Death is but a doorway,
I'll Be Back
#70 Apr 21 2013 at 7:27 AM Rating: Good
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apapertiger wrote:
I hope the hard work pays off and it succeeds. I'd like to see the game prove everyone wrong and make a come back. Even with those feelings, Yoshi P's not getting me very excited. I haven't paid much attention in the last year though, but what I have heard it seems like an average mmo with some Final Fantasy fan service.

It could still be great but I can't get hyped on that.


You might want to do some looking around then. I was in the same position as you and not all that interested until I actually started looking into the gameplay footage and reading up on what's coming. Since then, I'm much more excited as I think this game will be considerably better than 1.0. The biggest problems I had with 1.0 were the complete lack of things to do other than leveling, awful UI, awful lag/latency, and the fact that most of their systems were broken or crazy outdated (wards, leves,etc). From what I've seen and read, all of those things have been addressed and the game seems to be much improved.
#71 Apr 21 2013 at 12:04 PM Rating: Decent
20 posts
JonnyWolf wrote:
There are definitely some very legitimate concerns. Some of Yoshi-Ps statements make it seem that all of the content is laid out openly, and that the only thing for players to do is choose from the menu. This would be especially unappealing to anyone who really liked FFXIs style.

What I mean is that secrets and mysteries to find are a big part of what fills the world and what makes it interesting. If Yoshi is saying that there will be none of that at all, than the games world may seem empty and boring, even if there's lots of content. Part of what made exploring in FFXI fun was the possibility of finding interesting or useful things, like a nice spot to farm certain items or exp at certain levels, or some obscure NM way out in the middle of bumble#### nowhere or in some side area deep in some dungeon. If there isn't even the possibility of finding anything like this, and going anywhere that a quest doesn't tell you to is a waste of time, than the world may as well be empty. I personally don't think it will be exactly like that, but I definitely understand why some people are concerned

The FATE system is a great idea if it isn't to the exclusion of any kind of mystery. I'm glad that they're weeding out camping and competition from the design of NMs [I know some aren't]. it makes sense to me to do this, but if FATEs are always announced zone wide than that would be somewhat disappointing to me. I hope at least that they also implement some smaller scale FATEs that are secrets, and are only announced to those who stumble upon their immediate location. I think that these kinds of situations would benefit from Fate mechanics that remove camping for the claim.


Wint wrote:
I remember my first experience with the Sea Horror. I love sh*t like that.


BartelX wrote:
Heh, I actually do too. I still remember going back on my thf and soloing him and dancing on his corpse as it disappeared... not that I'm still mad or anything. >.>

Edited, Apr 18th 2013 10:14pm by BartelX



I think this is telling. This aspect is often overlooked, but I think is a big part of what made FFXI great, and not just good. The fact that things happened to you in FFXI, years and years ago that you still remember vividly is telling. I'm not talking about Sea Horrors, but the idea that truly unexpected and interesting things can happen to you. imo, someone who would discard this because it might sometimes be inconvenient lacks an understanding of what true quality is [or doesn't care]. Let me clarify that by inconvenience, I'm referring to the possibility of being killed. that's not inconvenient, it's playing a video game. sometimes you die, even when you didn't want to.

The inconvenience of waiting on airship arrival/departure/flight times is a legitimate complaint though. From a design perspective, I'd think that it'd be possible to have it both ways. It may be tricky but it should be possible, maybe by having a first class option available after riding a given ship enough times that lets you bypass the wait times, while still having the full ride available for those who have time and/or want to utilize features such fishing, [on ship]FATEs, or just nice scenery and music for the ride.

FFXI could certainly have benefited from some more direction in some areas, or streamlining of certain features.

I think that it's definitely possible to have the best of both worlds though. There can be a path completely laid out and prepared for players to follow within a world that's also completely filled with secrets, mysteries and easter eggs. It will require that much more content though, so I can see why some people are skeptical. The game could follow a vertical growth path, while still having some horizontal growth options available at every step so that there's a verietly of viable gear at any given point.

I completely understand why some people are concerned though. Some of Yoshi's statements can be interpreted to suggest that these laid out paths will be to the exclusion of any hidden content. If I'm out ******* around in the game world and I'm told [indirectly through design] that if I don't have a quest logged for that area or have not been told to go there by an NPC, that I'm wasting my time by being there, that kind of kills it. It's interesting that some people don't understand this, but if your exploring, and you know you're not going to find anything [besides the sites] it's not really as much fun.

At this point, I'm sure the game will be lots of fun, and that I'll enjoy my time with it for at least a good while [like many other good games that have come out in recent years]. What remains to be seen is if it will be as memorable and long lasting as FFXI. It would be a lot to expect for it all to be there at launch but I hope it's at least going in that direction.


i still remember vividly doing BCNM 40 when the PCC got moved to it, and i got it 3 times within a month, the most exciting time in FFXI, and not to mention selling it for 18mil each which was amazing. that was in like 2007 too.
#72 Apr 21 2013 at 1:19 PM Rating: Excellent
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1,080 posts
I've been reading all the forums and posts, the speculation, the demands for this or that in the game, the arguments that FFXIV-ARR is doomed to fail...all before release.
I have very simple reasons for wanting to play it. It's FF and I'm tired and bored with everything else I've played.

When I was a kid, I could play any of the console games for weeks, just to beat the game one day and restart it the next simply because I couldn't bear to leave the FF universe. I guess you would label me a FF fanboi, but it's actually more than that. The worlds of FF simply reached me, and they're just home. And that's still true. I don't think I'm alone.
When I stopped playing FFXI in 2008, I told everyone I was going off to WoW but only til the next FF mmo came out. It's been a long five years. The end is in sight. Smiley: lol
#73 Apr 21 2013 at 5:50 PM Rating: Good
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Vorkosigan wrote:
I've been reading all the forums and posts, the speculation, the demands for this or that in the game, the arguments that FFXIV-ARR is doomed to fail...all before release.
I have very simple reasons for wanting to play it. It's FF and I'm tired and bored with everything else I've played.

When I was a kid, I could play any of the console games for weeks, just to beat the game one day and restart it the next simply because I couldn't bear to leave the FF universe. I guess you would label me a FF fanboi, but it's actually more than that. The worlds of FF simply reached me, and they're just home. And that's still true. I don't think I'm alone.
When I stopped playing FFXI in 2008, I told everyone I was going off to WoW but only til the next FF mmo came out. It's been a long five years. The end is in sight. Smiley: lol

all i have to do is listen to airship or distant worlds from FFXI and i'm sold.
#74 Apr 21 2013 at 6:28 PM Rating: Excellent
Quote:
I've been reading all the forums and posts, the speculation, the demands for this or that in the game, the arguments that FFXIV-ARR is doomed to fail...all before release.
I have very simple reasons for wanting to play it. It's FF and I'm tired and bored with everything else I've played.

When I was a kid, I could play any of the console games for weeks, just to beat the game one day and restart it the next simply because I couldn't bear to leave the FF universe. I guess you would label me a FF fanboi, but it's actually more than that. The worlds of FF simply reached me, and they're just home. And that's still true. I don't think I'm alone.
When I stopped playing FFXI in 2008, I told everyone I was going off to WoW but only til the next FF mmo came out. It's been a long five years. The end is in sight.



Well said!

I, too, am very excited for this game to arrive, and I'm not excited about anything else coming out this year. The only other game that's on my radar is TESO, and honestly, I have no intention of making that my full-time game, because really, I just don't care about the Elder Scrolls like I care about Final Fantasy.

I like everything that's been released about the game so far, including the images, concept art, videos, interviews, etc. The game appears to be moving in a direction that I'm going to enjoy very much. Yeah, it seems that it will be more casual than FFXI, but at this stage of my life, that is a fantastic thing. No more having to kill an NM 50 times to get an ingredient for the first tear of an item that you want to eventually end up with (and this is what FFXI is still like now, not the game five years ago).

Launch cannot come soon enough! Although, I'm willing to be patient, so SE can do whatever needs to be done to make the game really shine.

____________________________
Thayos Redblade
Jormungandr
Hyperion
#75 Apr 21 2013 at 10:13 PM Rating: Excellent
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3,530 posts
Thayos wrote:
Yeah, it seems that it will be more casual than FFXI, but at this stage of my life, that is a fantastic thing.


I suppose my issue is that I can't alter my routes to satisfaction simply because I have less time than I did five years ago. Frankly, I don't see how anyone can, but I'll get to that later. When I was an undergraduate, my wife and I had tons of time to spend on FFXI, loads of chances to die, downlevel, and recoup what we had lost. We could aim for some 3-year-away lofty goal and just work towards it, contented day after day, with pleasure.

Now that I have less time, though, I don't feel accomplished with games tailored down to a more casual schedule. I still want kick-you-in-the-pants, unforgiving, highly needy game worlds. To put it one way, the painter who sprains his hand isn't suddenly satisfied with colouring books.

To put it more elaborately, I see it as a chess-master. if I, at some point in my life, were able and dedicated to playing the hardest, most grueling long-term chess matches, if five years ago I would play against a computer on a difficulty level of 10, how could I even stand to later turn that difficulty down to level 4 just to suit a more casual schedule? It would just seem tedious to me, these 30-minute sessions. Numb and unfulfilling, like playing against children. How could I, knowing what I know and possessed of the same sets of skills, derive pleasure from some adapted, vacuous game?
#76 Apr 22 2013 at 1:36 AM Rating: Good
I actually do think that games all need plenty of content where you can just jump in and jump out but still make some progression and have fun. "Casual" gameplay. That doesn't mean it has to be mindless and easy.

Just because you have less time to play games, doesn't mean you're some kind of moron when you do log in, needing to have your hand held every second - but that's the exact type of gameplay being implemented.

Edited, Apr 22nd 2013 3:38am by Killua125
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