The sheer magnitude of these two threads combined illustrates how a significant part of ARR's player base shows a critical concern about the game's reactivity, its network programming —or so we suppose, but we can't know until you do tell us. To speak plainly, this particular aspect feels subpar compared to most MMORPG's, and online games at large. Way too much so, for many tastes.
Wherever this issue may stem from on a technical standpoint, it bears all the signs of a « game-breaker » for many seasoned gamers who expect more from this decade. Judging by this forum, it may be the biggest obstacle to a fun, enjoyable and smooth experience of ARR's gameplay. It is arguably a huge source of frustration —which, in my book, is rather at odds with the very point of gaming— to such an extent that many players claim they left, or may leave, because of it. Players who won't consider coming back unless this single issue is resolved, or at least addressed.
Indeed, potentially more disheartening than the issue itself is the fact that you provide no answer whatsoever about it; neither acknowledging the existence of the problem nor refuting it, let alone letting us know if you plan to fix it, or not. Given the aforementioned magnitude of player feedback on this issue, being met with such uncertainty is direly hindering the trust you seemed so willing to seek from us, as your silence might be interpreted as a blunt dismissal of our concerns.
While not everyone can agree on design choices or management decisions, it is far easier to respect and accept your views when you openly expose them so they can be understood, whereas withholding your motivations can only ever widen the gap between you and us, until silence is met with disappointment —or worse, indifference. Choosing to only answer our feedback when it makes you look good results in the exact opposite effect: if you ignore our concerns, when they are so massive and widespread, it makes you look uncaring, even condescending to some. It will not help this game. It is not a sustainable form of community management because it makes ARR bleed players, perhaps too much so for its own sake.
It would probably seem dishonest not to recognise that some of us may have been offensive when expressing disappointment; therefore I, for one, apologise if feelings were hurt by my words. Please rest assured that such was not the intent. I also strongly encourage all my fellow players to remain polite and respectful.
That the game has issues is by no means definitive: it is flat out understandable, to some degree, given the sheer amount of work that goes into the making of an MMORPG. Know that many of us are positively willing to help you identify and fix everything that needs fixing, for we believe this game has the potential to be one of the best in its genre, that it can become a mainstream blockbuster, with millions of subscribers —much more than FFXI. That you won't come forward honestly about said issues is however another beast entirely; it bodes ill for the future of our relationship, between game makers and game players, between service providers and subscribing customers.
These are not empty words. Please allow me to elaborate.
In this day and age of reciprocal communication, customers expect more implication than quiet forum disciplining and hyping, self-lauding PR. They look up to you not as ancient gods of a virtual world but as down-to-earth drivers of their daily piece of entertainment. They expect swift and substantial answers —which, on a side-related note, is what they expect from Customer Support as well, but let’s not digress. Over the last few years, you have shown a great improvement in communication, there's no denying that fact —and I, for one, am very appreciative of your involvement with us— but now that the game is released, you seem to be turning a blind eye over elephants in the room. Too often you seem to address your own concerns rather than ours, their coinciding being a mere chance more than a commitment on your part. This is not how the leaders of this market achieved success, rather it reminds of past failures. One may give Square Enix the benefit of the doubt, but only for so long.
Could this silence of yours over the netcode issue be yet another « silentgate » in the making? Please don't let it be so.
I would point towards Greg Street's very sincere approach of communication with World of Warcraft players, Ryan Scott's opinionated answers on League of Legends, or Chris Robert's outstandingly truthful crowd funding campaign for Star Citizen: regardless of one's appreciation of their take on game design, both insiders and customers of this industry do praise their honesty and fearless confidence in owning their choices and voicing them candidly to the players. Here, Naoki Yoshida set out to follow the same path when it came to responding to players and explaining design choices and limitations; it would be regrettable, and detrimental, not to keep on pursuing this very noble act of communication —for best and especially for worse—, for it really turned the tables in terms of player confidence towards the Final Fantasy IP, and Square Enix at large. It could be a rebirth. Now this promising baby needs care if it is to grow into a glorious realm. If Yoshi-P were a close friend of mine, I would tell him: « We trust you, man. Don't let us down. Address the good as much as the bad. »
Players can be quite forgiving creatures. We know MMORPG's are art-in-the-making, we certainly don't expect perfection. But defensively coping-out of criticism isn’t the way to go about it —the « zoom out » gimmick is a harsh testament to that fact.
Please also do realise that divisive issues tend to spoil the community's atmosphere; and that there is no better authority than you, its host, to appease quarrels and uphold a socially cohesive sentiment.
There is a high road wide open before us, where our feedback and your hard work do meet, in a win-win situation, fuelled both by old and newfound hopes for the Final Fantasy series; but for this encounter of ours to happen, it now rests on you to heed our call… Are you listening? Are you really trying, giving yourself the means to gather and understand our concerns and suggestions alike?
This is not to say that players' ideas are the be-all and end-all of making games, it's a proven fact that they are not; however understanding why we say what we say is invaluable to you, as professionals, when it comes to deciding the next, iterative step —direction and above all priority wise. I am merely reinforcing this simple notion: if only you have the power to create games and fulfil our desires, however you wish to do so, only we have the power of assessing the quality —read: fun— of said creations in the real world, once they leave your offices as bytes over the network, and reach our screens. You're the offer, we're the demand, it's as simple as that; we both need each other to thrive. Such is the golden chain that binds us together.
Yours is, ideally, a very « hands-on » commitment. It's dirty, and it's beautiful, because it's real, it's human, it's alive. So will this game evolve along with our voices, or in spite of them?