This and this are on the same page, exciting to see how SE going to juggle both request.
This and this are on the same page, exciting to see how SE going to juggle both request.
"Catering to casuals" Isn't an excuse to make your game stupidly easy.
And those same casual players should be pretty damn offended by it.
Casual doesn't mean easy. It just means you need content that doesn't require countless hours to enjoy.
Actually casual is too broad a term, let me be more specific.
SE wants to cater to noobs, or rather console gamers that have never played a MMO before.
This whole push is for the PS3 release and they are banking on those players to get their sales where they need to be.
The reason why all the FF MMOs have received a roman numeral is so that all the fans of the previous FFs will just pick up XI and XIV as if they were just playing the next game in the series. SURPRISE!
Also, if the MMO market is "tight" for lack of a better term, one way to increase your market share is to bring new consumers to your market. Similar to the Wii, their sales numbers were outstanding because they had people buying the system who never even played a video game before.
Pretty much, Sigtyr. You are right.
But I'm not referring to the basic concepts that are used to anchor combat participation, but to the pace of it; and to the concurrent abilities to strategize, plan, theory-craft and become excited about the prospect of combat. I'm referring to a combat which, consistent or not with the genre's traditions, provides with an element of interest and challenge. FFXI did it, and DAoC, and Vanguard, and Everquest... and to a certain extent, despite its breakneck pace, and its simplification of the traditional fundamentals, even WoW has provided some elements of this as well. It had done it by very deftly building zone progression and difficulty leveling. The basic objective is achieved, no matter how: you often end your day's advance feeling exhilarated and satisfied. These are two things I've yet to experience here, much as I want to.
Rut
I very much agree with all you say, Weeble. And I share your hopes, I just want to get a confirmation from them that our hopes are sound. I just don't want to waste time in a process that is going to represent a fundamental frustration. I want to know what I'm buying, more than with money, with my energy, time investment, and hopes. I want to know the blueprint more clearly, because it seems this is going to take a considerable amount of our time.
Rut
For myself, it's not so much a lack of Challenge as we can adjust our own dififculty on Quests, Leves and Grinding, but rather that there is still very little to do. Lack of Content is still a major issue but after 1.20 (when Battle Mechanics are fully implemented) I am certain that Content (both Casual & Challenging) will be added more frequently.
Too lazy to look it up but pretty sure Yoshi said "...2-4 dungeons per month/patch is their goal..."
p.s Both 1.19 and 1.20 will contain lots of content too.
anyone hoping they at least holding back cause they got a super badass expansion on the works for the new ps3 launch?
These are from 2004 and 2005, around the 'height' of FFXI's playerbase.
http://www.gamasutra.com/php-bin/new...php?story=6582
http://www.gamasutra.com/view/featur...vatar_the_.php
MMORPGs cater to MMORPG players.Quote:
Problems severe enough to make players consider leaving are not enough new content, unbalanced classes, and too many bugs. Players generally were unwilling to forsake their favorite MMO even after reaching the game's level cap and exhausting its endgame content due to the community ties formed while playing.