OMG this is my Post xDDD. I logged in to the forum to post this as somebody in reddit told me to post it also here.
Glad it's getting some legs.
OMG this is my Post xDDD. I logged in to the forum to post this as somebody in reddit told me to post it also here.
Glad it's getting some legs.
I couldn't agree more with this post. I liked Dawntrail in terms of the story; for my part, the under-appreciated first part was a breath of fresh air because I was a bit fed up with shonen scenarios. On the other hand, the overall pace is, as in Endwalker, atrocious. In general, over an hour's playtime: well over thirty minutes of dialogue (and this is coming from someone who likes c-rpg, so I'm not bothered by the dialogue), 25 minutes of movement... And five minutes where you're really ‘playing’. The impression is compounded by the lack of resistance of the open world: while it's never really been complicated (since I've been playing the game, anyway), it becomes more and more obsolete as our skills multiply. So when you finally have to kill two tigers/birds/whatever, it literally takes two seconds.
There are also plenty of missed opportunities to diversify the gameplay. The example given in the original post is a case in point: defending a city offers a thousand and one options for doing something interesting. To see it reduced to a cutscene is a waste. Side note: that's why I'm in favour of tailing and escorting quests. They're still gameplay diversifications, even if some people grumble about them; so they're welcome innovations.
I think it's a twofold problem:
1. The writing is extremely repetitive and the dialogue desperately needs an editor. As far as I know, nearly everything written by this particular writer has been poorly received. It is what it is. Find them another role within the team. The scene direction is very inefficient too. There are often 5 second pauses between line deliveries. 10 second pauses to watch a character clench their fist. Etc. That all adds up over 100+ quests, and it kills any sense of momentum in a scene.
2. Gaming attitudes change over time. There's a reason Everquest isn't the most popular MMO anymore. What people like changes over time, and it can be sudden. We may have reached the tipping point on "Talk to X, then talk to 3 NPCs". Sometimes gamers just decide they aren't doing it anymore. Again, look at what WoW did to EQ.
It's disheartening that this team think this structure is engaging and good enough that they actually put the same structure in a full budget single player game (FFXVI)
That's how bad it is, this team need some new blood/new experiences urgently.