
Originally Posted by
Spiroth
And yeah FINAL FANTASY XIV's approach to storytelling is miles better than FINAL FANTASY XI's. Iit's basically the one indisputable thing it does better than FINAL FANTASY XI.
Again I disagree.
Final Fantasy XI's approach to the story was in my opinion very well done. Many separate chapters all interconnected and inter-weaved but by and large entirely up to the player how they worked through it. You could if you chose skip an entire story such as COP and jump straight into say the ToAU story without any issues at all. What was really smart though is that as much as they were separate they were also pretty well entwined. If you beat ToAU and went back to do CoP you'd learn little tid bits that may have answered a few of your questions along the ToAU path. Also in many ways it was much more accessible than what we have in XIV as there wasn't that much in the way of gates for a lot of it. A player with RoTZ for example could unlock and make it to Kazham and Norg pretty easily regardless of where they were in the story. The same could be said for Aht Ungan and Al Zhabi. this generally meant players could play together a lot more regardless of where in the story they were.
In XIV the story is for a lot of people nothing more than a huge obstacle that prevents them from getting to and playing with there friends. It's such a terrible road bloak that the devs had to add a skip potion to let players bypass a good section of it. and it is without doubt a big reason why a lot of new players don't stick around. The msq at present is getting close to like 600 quests long all entirely mandatory and thats an incredibly huge hurdle for players. Whats worse is a significant portion of those quests are literally just filler junk... "Oh hey you've defeated a mighty primal. now go kill some slugs ruining my crops....." wtf???
By comparison CoP widely regarded as one of the best stories XI ever told was roughly 35 missions or quests long significantly shorter than even just 2.0s main story. Yet despite being only 35 quests long it told an incredibly deep and detailed story and it was generally much better because there was almost no filler crap involved. Aht unghans was only 44 quests long and again told a deep and involved story that players could work through at there own pace. XIV's story is far to padded out with fluff and pointless quests that bare absolutely no significance at all to the actual plot... there just there as arbitrary filler and to throw players some exp.
Another big difference is XI's stories were all centered around Vana'diel. The entire game revolved around its world and the actions of its inhabitants. and thus players felt alot more connected to it. In XIV the story revolves around the player and the whole world of Eorzea is dead and lifeless as a result. A common compliant is it also breaks bonds between players and there characters because you might hate particular npcs with a passion but your character is best buddies with them. Even the dialogues that have choices in dont change. a character might say what about you? you can say of course or shake your head in disagreement. but the story still takes you to the exact same place and the npcs don't treat you any differently.
This also means the world never changes. at the risk of spoiling it for a few players...
take a look at the azim steppe you have this whole story thing building up about the naadam and you basically help the underdogs come out victorious. yet absolutely nothing in the steppe changes as a result of that. it's basically as if you never did it in the first place. hell some of the npcs in the dawn throne still make out they are the champions even though they got there butts handed to them.. so what exactly was the point??
There is also difficulty. In XI there was a good connection between the atmosphere the story tried to create and the difficulty of any fights that centred around it.... In XIV that just isn't the case. The story tries so many times to paint a tense or dire situation sometimes even one that all hope is lost. But then that gets completely destroyed when players roflstomp there way to vicotry with zero risk of ever failing.. Even in ARR, the Garleans were meant to be this mighty powerfull threat to the whole of Eorzea. Yet one level 50 player in i80 or there abouts could roflstomp the castrum in mordhona or wineport and completely destroy entire armies of Garleans.. It completely invalidates all the tension and atmosphere the story tries to create and that generally makes massive amounts of the story so forgettable...
Why exactly did we go into the Copperbell Mines again?
or Stone Vigil?
or Haukke Manor?
or Global Library?
or well take your pick....
So yeah I'm disputing your one indisputable thing. If you'd like to tell me why you believe its indisputable please do go ahead.. but IMO XI handled story telling way better than XIV does for so many reasons. some i've just stated and I could probably add more...