Hardcore, easy mode and the XI veteran
Let me start this by saying there was nothing hardcore about Final Fantasy XI.
Ever.
Yet every time Yoshi-P and crew announce something coming in a future patch for XIV, it triggers a litany of posts from a very vocal minority and their sock accounts insisting that the continued "easy mode" will be the "death of the game." And that Square Enix must cater to the "hardcore" XI converts for the game to have a player base.
The thing is, suggesting one is hardcore assumes that there is some level of player skill involved with XI. Which there wasn't. You literally waited for a random number generator to do all the work.
Personally, I poured seven years into XI. Seven years of sleepless nights doing HNMs; leveling Monk, Dragoon, Red Mage and Corsair to 75 and eventually to 90; Dynamis; sky; sea; Einherjar; Nyzul Isle; CoP missions; Campaign; and Abyssea.
It's because of this devotion to the game that I feel my opinion is of some value, and why I want to take the time to illustrate where XIV should never be like XI in certain aspects that the vocal minority continuously demands the "hardcore XI players" want.
In many ways, the release of XIV mirrors the release of XI. From the rocky reviews to the lack of content, in many ways we are playing a spiritual successor to XI. But even Yoshi-P and crew seem to realize that's a bad thing.
Out of this, there seems to have been an unspoken motto emerge: "Easy to start, difficult to master."
I The Grind
XI's leveling process was brutal. Not because it was difficult, but because it was slow.
But there wasn't much else to do but level early in XI's life. So when a party did finally come my way, I savored every ounce of my 3,000 to 5,000 exp per hour. But it was never with a sense of accomplishment. It was always a sense of relief from frustration. Like finally getting to only tread water after swimming against the current.
The grind was the epitome of XI gameplay, and nothing about it was hardcore. The only reason XI's leveling process took as long as it did was because for a good portion of the games early life, the devs were trying to stall while they created actual content.
Quote:
Claiming and Engaging Enemies
Players will be able to attack any enemy*. However, only the player (or party that the player is in) that initiates the first attack on the enemy will earn the rewards.
http://forum.square-enix.com/ffxiv/threads/286
This was an announcement that saw a large "easy mode" reaction. But if the launch state of XIV shows anything, it's that hubris causes history to repeat itself.
As if fitting in XI's mold, XIV was launched before it was ready, and there was a scramble to add things like open world NMs -- just as the XI team did all those years ago.
But it would seem at least Yoshi-P has learned from past mistakes. Most importantly, that the game shouldn't be the grind. It should be challenging activities participated in by friends.
You might ask, "But, Sephrick, how will anyone know how to do their job? Certainly it was the long grind in XI that made players pro at endgame."
Nay. Twas not the hours spent slaughtering crabs or crawlers that made a player effective at endgame.
Was it little blue crab #3,476 that came with the revelation of how to best Vrtra? Did crawler #7,978 enlighten anyone on the best approach to Dynamis?
No.
Those events were overcome through trial and error by gamers who spent drawn out months learning only the very basic mechanics of the game in an arduous and arbitrary grind intended to do nothing more than to stall players while the development team cooked up something for their players to actually do with their capped characters.
The kind of basics most players had down pat by the time they exited Qufim Island.
To argue that new players need a long grind in XIV to "learn their job" is hypocrisy. How will current players learn their job after stat mechanics are altered, class abilities changed and jobs introduced lest they start at level 1?
Just as they did in XI; through trial and error in actual events. Some worry that the announced changes will encourage powerleveling. But this is nothing new to MMOs, especially XI. I recall many parties, especially those early on, involving a capped White Mage cure-bombing for hate and casting Stoneskin to negate damage. Then, if anyone attempted to pull hate they were scolded. Where there's a will, there's a way.
The grind should be short enough for a player to learn the basics of their job's approach to its intended role. How many times does an archer need to shoot an arrow before they figure out, "this is where I should stand and this is the button I press." How many cures does a conjurer need to cast before they realize where the hate line is?
I welcome the changes to XIV's leveling process. Between leves, Behest, parties and Caravan Escorts, there's plenty of opportunity for players to learn the proper buttons to press in a combat situation.
But the beauty is that a player can learn on their own terms.
To sum it up, there's nothing hardcore about a slow leveling process that is an antiquated system -- that lacks any form of challenge -- whose design is obviously only to stall the player.
II Activities
Another "easy mode" target are the raids. More often associated with the "WoW-ing" of XIV, XI veterans look back at a game with 10+ years of development and wonder "why isn't my favorite activity from that in XIV? It worked so well."
In February of 2003, the first BCNMs were added. Players have been quick to criticize Darkhold as being bland or even "copy and paste." But are the BCNMs of XI really a better alternative?
Darkhold has subtle nuances that give it the feel of a real cavern, whereas the BCNMs were not more than a room whose design felt entirely disconnected from the design of the area around their entrance points.
It wasn't until February 2004 that Dynamis areas were opened and, well, not much has changed in the game until Abyssea.
The motto of XI was thus: "Allow few to participate, and fewer to achieve a reward."
XI's activities had little if anything to do with skill. It was a matter of staying awake long enough to roll the imaginary dice in hopes they come up in your favor.
I say XIV is steering in the proper direction. One that is a tangent from the path its predecessor laid. There's a reason that players still do activities like Dynamis, Sky and Sea -- and it's not because they're fun. It's because after years of playing, many still haven't seen their desired drops fall. Mission complete on SE's part, because it does keep around those who think they're hardcore. That is until Abyssea evened the odds.
Even the HNM system lacked any real challenge. The only "challenge" was paying attention for 30 seconds every thirty minutes to try and claim the mob. After that, it was merely a matter of having a minimum amount of bodies present to auto-attack and heal till the mob was dead.
The XIV devs are coming out with a variety of gameplay options which seem to be sticking to the motto; "easy to start, difficult to master." If the Darkhold is a sign of things to come, I couldn't be happier.
It's not easy mode to have a fair shot. It's just good game design.
III Easy vs Speedy
XI was a game that took every opportunity to slow a player's overall progress. Gil sinks, low drop rates, exp loss on death, long spawn timers, reserved zones and the need for at least six people of specific roles to achieve even the most mundane tasks.
But just as time sinks do not equate hardcore, quick does not equate easy mode.
A developer does not need to keep a carrot on a stick if players find true value in maintaining a subscription through content.
IV Gear
That carrot on the stick for XI was gear. Not just any gear. THE gear. The one item for each slot that was desired for the life of the game.
It's been mentioned off hand by Yoshi-P that they wouldn't mind putting new activities and new gear into the game every three months or so. Suddenly, those same "hardcore" players cry out, "but what about my gear?"
I'm not saying there shouldn't be items that are difficult to obtain. Or even items similar to XI's relics which take dedication to ever acquire.
But no gear in XI took hardcore gameplay to obtain. It was just a matter of waiting for your chance to roll the dice.
V Conclusion
The industry has come a long way since 2002. And SE designed XIV with the intent of cutting into a market XI had yet to tap.
XIV still has a chance to be a game that could interest a broad audience. But first, that vocal minority needs to realize the difference between hardcore and nonesense.
After reading numerous posts that decry something is "easy mode" I've come to realize that no one is really concerned with how difficult something is or isn't. They're concerned with their ability to stand on the top of the mountain and claim it as theirs.
Because that's what XI's "hardcore" boiled down to; a bunch of adults acting like spoiled children waiving their toys in other people's faces thinking they were hardcore because they didn't leave their computer for 36 hours whilst camping an HNM.
No skill, no true effort. Just time.
XIV will be a game that allows everyone to step up to the plate and play in their own way. That shouldn't bother anyone, unless all they want is their own selfish mountain to stand on. And there's nothing hardcore about that.
Because in the end, casual players don't want hand outs. They just want to play.