MSQ quests 22 - The Gridanian Envoy
(https://ffxiv.consolegameswiki.com/w...ridanian_Envoy)
We are tasked with delivering a missive to 2 allies.
My main issue with the story here is the same as the previous one. They all treat me as if I did great things when I didn’t.
While I am in flight, we get a cut scene about the imperials, and… well, other than I’m not sure how Dantie knows any of that, it’s fine.
I’m not a fan of ‘omniscient narrator’ in stories. To me, narration should remain relevant to what is happening in the moment; and now is not when Dantie is dealing with the empire.
Once in Limsa Lominsa, we are spoken to by Admiral Merlwyb Blowdyswyn and given backstory.
We then fly to Ul’dah, and thankfully there is no in-flight movie this time.
We deliver our missive, get more back story, and we are done.
This feels like it is the conclusion of part 1 of whatever the story is.
As for the back story information we get. While I am certain it is something that will come into play at some point, I have no idea if I’ll remember any of that by the time I get there. Not only will time pass as I play the game, but I can only play a certain amount of time each day, so that will put this cut scene ever further. I think the story would be better served by providing the information closer to the related events. The character’s vision power would be a convenient way to provide it.
Or, quests could be constructed, where, as part of completing them, we would learn more and more about the troubles the empire has caused and hinting at what is to come.
interlude 1, How I view a plot
I thought that here would be a good place to pause and explain how I am approaching my look at Final Fantasy 14
I understand video games will tell a story differently than novels, just like a movie and TV will. Just like visual novels and web novels. Each medium will approach storytelling in its own way.
But the thing is, that they are all telling stories. And stories have conventions that the person consuming them expects to be respected. They don’t have to be respected. Sometimes, not respecting them leads to masterpieces no one ever thought could be made.
Most of the time, it leads to some level of disappointment.
I am only looking at storytelling because that is what I enjoy in any medium where telling a story is present. Game mechanics aren’t something I pay attention to unless they get in the way of me enjoying the game.
One of the core conventions of a story is the plot.
The plot is what drives the story. It is the reason the story exists. Something needs to happen. That something is the plot. It can be simple, it can be complex, but it should be.
I see the plot of a story as the trunk of a tree, where the branches are the subplots connected to it. There can be unconnected subplots, they are saplings growing around this trunk; other trunks, with their own branches. Some branches from one trunk might even intertwine with another. But, if a subplot is important to the plot, it should be directly connected to this trunk in some fashion.
The MSQ is the plot of FF14. There may be other plots around it, sub and otherwise, but since nothing can be unlocked without going through the MSQ, that makes it the plot. What this means to me is that any quest that has information that is important to the plot needs to be connected to the MSQ and any that doesn’t should be turned into a side quest. Anytime a viewer has to tell me, “oh, you need to go there and go through that quest to understand what’s happening here” I consider it a failure of FF14’s storytelling.
The plot must also make the person consuming the media want to continue to consume it. Books with boring plots get set aside and are rarely finished.
MMOs benefit in that they appeal to a variety of people. The gamer probably doesn’t give the storytelling much thought, but I expect they can go on for hours about that one mechanic in the game that bugs them.
A story should include all the information I need to understand what’s happening. That information doesn’t need to come all at once. Actually, it should be sprinkled throughout the story, but it must come in time for me to make sense of those two strangers who barged in on my adventure, make comments, and just leave. Especially if they add nothing to what happened.
interlude 2, the MSQ, How I might do it, part-1
Now, how about I redesign the MSQ so that it does 2 things? It hits the major points of the MSQ and makes the player feel valuable going through it.
It’s possible what I’m envisioning is not possible. I’m also not saying the people behind the game must see this and be impressed. This is nothing more than me, exploring an idea.
What is the MSQ about? Considering the ‘climax’ is the battle at the Guardian Tree, I will link the main events in the MSQ to that.
The large change I make to support the direction is to play up the Ixal incursion and the shortage of people within the militia. Where there were two or three guards there is one; and they are exhausted. The one exception is the gates to Gridania itself. I cut the militia in the camps by half. And I show them resting, healing, and training.
Close to home
I leave this quest the same overall, it serves to orient the player. I have Mother Miounne talk a little more about the incursions, but nothing that hints at the urgency that city feels. The ending is where some of the urgency comes through. Something major has happened, and she would be immensely grateful if we can help.
To the Bannock.
I rename it to “Chasing Shadows” or something hinting at hunting someone down. This time, there is no “Passing muster”. Galfrid immediately tells us there is someone in the woods up to no good. The few men he could spare before the incursion increased in intensity couldn’t find anything, so we need to take over. The last time something was reported, it was at “not the Lifemend Stump.”
Instead of going directly there, this becomes a series of investigative stops. We talk to exhausted guards. That information leads us to a tavern where someone overheard a comment that sends us to another location. We surprise brigands who have just killed an Ixal, but instead of accepting our congratulation, they attack us. When it’s over, we find out the brigands had been helping the Ixal, but got greedy. On the Ixal, we find a map, and that leads us to the Lifemend Stump.
There, the change I make is that Yda and Papalymo show up either as we’re about to lose the fight and save us, or immediately after if we didn’t need saving. They are either impressed we lasted long enough for them to arrive or at our skills. I understand the crystal represents something the way the MSQ is currently setup, but I turn it into a purple one, that evaporates into a burst of smoke to link this to the other incidents.
The cut scene doesn’t need much adjustment, just the end, Yda turns to us and says.
“I know you can’t see that sword in the stump, but you’re going to want to carefully feel around until you find it and bring it to the militia.”
We can see the sword, in fact, until she said anything we didn’t know no one else saw it. We also learn that whatever lets us see the sword, those goggles let her see it.