What separates it from other MMORPGs besides Final Fantasy characters (Moogles, Chocobos, etc.)? :confused:
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What separates it from other MMORPGs besides Final Fantasy characters (Moogles, Chocobos, etc.)? :confused:
It's fun ^ ^
If we put lore and visual identity aside, most MMORPGs look alike. But let's face it, lore and style are the first things that drew any of us here anyway.
Where to begin: (Keep in mind, some of this is my own guess of what's to come seeing as ARR hasn't been released yet, but it's what I'm theorizing what we'll be experiencing.)
- I, personally think the biggest aspect of this game that I enjoy is the community. Players tend to work together to come up with particular strategies for defeating particular enemies, instead of just bum rushing and spamming abilities. (At least I hope this is still possible with the direction the battle system seems to has taken) As well as having enemies that display particular behaviors during battle.
- Players in the FF online titles I've played (This one and XI of course) tend to be a lot more helpful when it comes to advice and helping players out. (Though I'm not saying there aren't still elitist a-holes that play, but for the most part I haven't had many problems with these communities)
- In a way, though I haven't played ARR yet of course, I think that even though there are very familiar qualities that Square is taking from other large mmos (Including their own), I see it as taking all the good qualities of those games and putting it in one nice little package. Such as the minions, the FATE, the dungeons (though those have always been there), the pvp (I'm interested to see how it works in this game that's primary focus is PVE), housing (which was in FFXI), the companies, chocobo raising/racing, etc.
- I'm excited to have the housing system that I can build to show off my game achievements, instead of just "mounts" and gear, like WoW or other mmo's have. I wonder how customizable it'll be? I doubt it'll be as customizable as Rift's...but in a way, a little bit of restrictions might be nice. Depending on how it's done.
- The Gold Saucer may in and of itself be a very unique element to this mmo title. Though yes, you have games like WoW that have their festivals and stuff with mini games, I wonder how the Gold Saucer will be done. Obviously it can't be exactly like FFVII's...that might be hard to put into an mmo. But who knows. Wonder if the Gold Saucer will be available all year long, or maybe have a few months of being open...though I don't see why it'd only be open for a limited time every year.
- Day/night cycles are a nice touch (Tera doesn't have it), as well as elemental days being added from FFXI that add additional enemies that are available for players to interact with.
- Personally, even though I'm not much of a crafter/gatherer, it does make me happy to have these classes available to players to further enhance the game's economy. And the fact that these classes receive a lot more attention than most mmo's is a nice touch for the players that enjoy them.
- The story of FF has always been memorable, as well as it's NPC's. Players playing ARR (Especially those who were able to experience 1.0) will usually feel a deeper attachment to the game because they were part of that game's lore history. I personally love that I can look back and say I was there when Dalamud descended. One of the game's biggest historical events. That I was a part of that.
- Gear is more realistic in terms of protection and portraying the FF world that we all know and love. None of this, "Look like a clown until max lvl" *coughwowcough* or "gear so skimpy you wonder how the hell it even stays on" *coughteracough*
- Also, this may be presumptuous of me but, this just being a FF title allows players who love the series to simply get together and experience a similar world that we are all familiar with and love. With our chocobos, our moogles, our Cid's.
- The graphics are beautiful as well. There are other mmo's that have lovely graphics, but some of them tend to try too hard, and I tend to lose any sort of attachment to the world. Where this game has some consistency, while still maintaining enough change to keep the environments from becoming dull. (Though I wont lie...I wasn't happy with the copy pasta technique they had used in 1.0...I'm glad that will be gone though)
- I'm glad you only need one character if you wish to perform several different classes. And this is coming from someone who loves creating alts.
- and I forgot one of the most important parts....cat people and lalafells.
I could go on, and perhaps I will later...but honestly getting tired of typing atm lol. Now, I know some of my points could be argued, and that's perfectly fine, just remember that this is all my personal opinion, not fact, and simply the reason why I'm attached to this game as opposed to other mmos. I've tried several, I just can't seem to get commited to them like I could with FF Online.
What is with the focus on games being so different from everything else lately? I realize people don't want a WoW clone, but there are proven systems that work, so what's so wrong about including them? I'm confident SE will be able to give their own spin on familiar systems used in other MMOs.
I'd say the materia system adds a level of customization that most MMOs do not get into without costing money. The Crafting professions actually feel like important roles in the game, and not just something to complement combat, or busywork for some achievements. The community certainly, though it remains to be seen PVPs role. Finally, Limit Breaks requiring diversity in parties and providing new methods in carrying the day through teamwork and strategy instead of fillling the party with "that one class" and a healer.
Oh yeah! The limit break system and the materia system. I had forgotten about that! lol how did I forget about that?
What Spy said, but even more so...
... The lengths some would go in order to try and troll it.
Nothing, that's why it will be good... SE is NOT trying to reinvent the wheel, they took 100 people told them to play 10 MMO's and took whats good from each one and compiled it... Don't expect SE to reinvent anything, they tried you guys hated it (1.0). Expect to see things you have seen and liked in a wide swath of game's, don't expect "never seen before".Quote:
What's unique about FFXIV:ARR?
GW2 did that, is was trash... with ARR SE with give you things you like, not new stuff you will hate.
The level of the detail of the works are impossible to find in the other MMO
- Music. each song have lots lv of details, the beats, the instrument, it sings or don't sings all good. unlike the 15 seconds repeating GW2's
- they make boss fights strategically difficult. such as ifrit & garuda.
- character art detail. even at 1.0 lots details at emotions. also not adding aura or spikes to show how good the item is... FF don't need that cus we have the best artists. and you need to see the concept art vs the real in game SS...
- story. even language they use, name of Roe are carefully done
- dev team. I often saw other forum ppl start bragging that their dev team go to forum and answer questions... our producer himself is answering players questions! Soken is super fun too. Rukirrii is super hot... and one dev rep is a rabbit. XD
- Camate is a angora rabbit and can hide inside the barrel.
- Bayohne Bieber is cool
- Okiuit always wears deal-with-it sunglasses
- Rukkirii >>= Bayonetta
- sorry let me test with Reinheart's super list function :O
I think ffxiv 1.0 at release is a great example of a game trying to be too different for its own good. Oh... other games have auction houses that are easy and convenient to use? well we want to be different and create an overly complicated system with tons of problems that we don't have solutions to.
As one of the OP said, people are obsessed with "unique" and different", but at the end of the day, certain things work for these kind of games, and certain things don't. Use the things that work, add a little FF flavor, and enjoy.
The fact that it doesn't try to be unique in one way and fail in every other aspect.
well you see the best thing about FFXIV ARR IS
http://cdn.memegenerator.net/instanc...x/25531644.jpg
Nothing substantial yet. It's pretty generic.
If there isn't anything, I probably won't bother beyond a few months. I'm just not interested in playing the same MMO's I've been trying for years. But It's only at the beta stage so far and a good chunk of the content still isn't available so I'll give it the benefit of a doubt.
XIV's failure wasn't from its original ideas. It was the lack of endgame, basic content, and overly simplistic level design.
I'm getting sick of seeing this. The guy isn't even saying the game's in trouble. He's asking a basic and totally reasonable question.
I really don't understand all the hate for ARR. It still has all the Final Fantasy themes, chocobos, moogles, story, the familiar races that were in FFXI. A lot of people bought this game because it was a Final Fantasy game and they are Final Fantasy fans. All the story and lore that type of stuff will still be in the game I am sure. Last time I checked the only Final Fantasy themed MMO was FFXI. ARR looks a lot different then other MMOs. The characters and style in the game look nothing like Tera, WoW, Star Wars or any other recent mmo.
They are trying to clean up the game's systems to bring it up to the standard of what a mmo should be and how is this a bad thing?
For me, the story and graphic design is what makes it unique.
I don't even really care if it's a WoW clone with good graphics, because quite frankly, I enjoyed vanilla WoW for a couple of years.
Of the things mentioned, going to go with:
- Materia: Simultaneously adding in-depth customization and taking gear back out of the economy so it isn't flooded.
- Class system: How often can you freely switch between classes, let alone variations of the same class?
- Crafting/Gathering: We can actually feel like craftsmen, and it makes us more sympathetic to the woes of the craftsmen NPCs. I honestly consider my character a Botanist first and a Crafter second, with no particular focus in the war/magic classes.
- Attention to Detail: I don't know if many other MMOs have such intricate lore, but I can tell you that things like the Roegadyn naming system and the varied backstories between subraces (Keeper of the Moon/Seeker of the Sun for instance) make the characters, how players perceive themselves, and how we feel about our place in the world much more complex. I've noticed WoW doesn't take itself half as seriously as it should. "Let's add a Kung Fu Panda expansion because we can!"
- Final Fantasy Setting: This is something I've brought up before, too. There are many of us here that aren't playing it because it's an MMO, we're playing it because it's a Final Fantasy. Among other things, it's a chance to see enemies like the Malboro or Shiva in HD and on a much bigger and more intimidating scale than any offline game can offer, and in some cases even XI. It's also a chance to further identify with a given role (WHM, WAR, DRG, etc.) and maybe thence grow closer to other characters in the 25-y-o series.
Forgot to mention, the degree of communication between Yoshida and the fan community is really impressive. Do other MMOs have as many producer letters, let alone live letters? Yoshida has a real presence that's felt by all but the newest players.
The job system is pretty much unique.
1.0 had all the Final Fantasy things too.
It doesn't matter what style it puts itself in. What fresh coat of paint it wears, what story it tells. It's the same game I've been playing for a decade and often for free. The same games that have long been forgotten by most.
Some people, myself included, are just sick of the MMO standard. We find it boring. The rush to endgame, the painfully generic quests, the action spamming, the dungeon rush instancing. It's all just so mechanical and bureaucratic. It feels like no life to the progression. It's all just systematized for the sake of convenience and that's very offputing to me.
Now it may not be totally true from what little I could experience of XI (only ever just got beyond a chocobo license but experienced a great deal within that frame), but it never felt that way to me. Nothing was ever so obvious. I had to rely on exploration or talking with the comunity to figure things out. The quests didn't exactly lead me down a path to various hubs. They where hidden through the cities and required you to do all sorts of crazy stuff. It didn't always demand you solve it one way or another. Girl wants a ring? Buy one, find one from a drop, trade it with a friend or craft it yourself. It just told you what it wanted and it was up to you and your company to figure it out. Here you have to investigate one certain spot and kill a specific foe to get it to drop the ring specific to the quest. XI at the start just felt so much more...free I guess?
Now, I never made it to endgame, so I can't vouch for that. But the MMO's these days seem to want to string it all in a convenient line for you to follow till the end and while you're free to stray from that line, you won't find much outside of it.
Who knows. Maybe I'm just being nostalgic. Maybe it's all flip flopped and the freedom (or at least illusion thereof) comes at the endgame now. In any case, I can't summon any more emotion beyond curiosity at this point.
Being a player of MMOs for many years, I too prefer the old school (some would say hardcore) MMOs like EverQuest, Dark Age of Camelot and FFXI, and even the early years of WoW. I actually still play FFXI (started a new character not long ago), and even though they've made that a lot easier these days, I'm still enjoying it, and mostly play it to see some of the content I haven't been able to see yet.
That said though, you can't compare current generation MMOs with the MMOs of old. Development cost has risen substantially over the years because people keeping expecting (demanding in certain cases) superior graphics and details, huge zones, more and more content etc. etc. To put it into perspective, the original Dark Age of Camelot was made by a team of about 25 people in 18 months on a 2.5 million dollar budget. SWtOR is said to have had a budget of around 150-200 million dollar. Obviously, the new MMOs need to sell more in order to make any profit, and the 50k subscribers that would've once been considered a healthy MMO just doesn't cut it anymore.
While there are quite a few people who'd play an old school MMO, it's unlikely they'd settle for old school MMO graphics. If they did, they'd still be playing the old MMOs ;)
What I would like to see though, is 1 or 2 servers set up with a more old school ruleset, where levelling is part of the game and not just a rush to get to end game. However, it would likely require devs to design the game in a way that allows the ruleset, and isn't something that can be put in easily after a game has been designed.
It's a JRPG. That's unique enough for me.
I kinda always thought what made FF MMOs unique was that you had to group up to level up.
I'm not sure how this will work with 2.0's question although if I recall there are a limited number of quests and our characters will be leveling more than one class.
I'm asuming we'll be forced to attend leves, FATEs, dungeons or exp parties.
We'll see
What makes FF unique is quite a lot of things which SE have failed to even implement..lol.
Things like the steampunk, machina type world, with tech and armor/swords/magic.
I can't stress this enough..
"No more knights of Camelot nonsense, this is FF"
No more, "Though doth thee hither" BS.
It makes the game feel like a cruddy knock off.
FF has spunk, attitude, lore.. More of which I hope to see in ARR..
No more of this knights of camelot nonsense..
If one person says "Who, doth, though, thee, hither" to me..
I swear I will hack the game and virtually beat them, until they talk like someone from a real final fantasy world..
XD
In the end, what separates FF from all the other games will be its new first impression and the experience.
Haha... this comment made me laugh...
"What makes FF unique is quite a lot of things which SE have failed to even implement..lol."
-Solace
Or things that are taken out... I still dont dunderstand why the /Meh was taken out.
The console release and cross-platform play. That's what I liked about FFXI as well since I had more players to interact with.
I'm able to play with people not fortunate enough to have a gaming rig/individual PC that's not custerfuged by their random torrenting from siblings/parents/roomates and screwing over the damn PC in general, making it unusable.
You might be doing a lot of hacking if you have issues with someone who says 'who' in the game, it's a rather common word you know :)
Besides, who are you to say that a 'real final fantasy' world doesn't have characters using old English? Why would a 'real final fantasy' world even have characters that use English at all? If anything, the main language should be Japanese, considering that was the language of the first final fantasy worlds.
Exactly this is the reason why SE isn't creating unique or innovative games anymore imo.
They should be unique and set a new level. Go a different way.
Invalid point. We are getting vanity slots.Quote:
Quote from Spy:
Gear is more realistic in terms of protection and portraying the FF world that we all know and love. None of this, "Look like a clown until max lvl" *coughwowcough* or "gear so skimpy you wonder how the hell it even stays on" *coughteracough*
(TL;DR at the end of this post)
It doesn't matter how many times i tell my friends how much i enjoy this game. I always stutter, when they ask me,To be honest, i've never had a clear answer. Even if i did, it'd be really hard to explain what my answer means. I'm honestly starting to think, that only after you've played the game, you start to realize it's value.Quote:
"What makes that game so special?"
First off, crafting and gathering has been made to something, that you can't just go clicking on whenever you feel like it. To become a crafter or even gatherer, one must really make an effort towards it. Tera and Aion are good examples of how the modern game industry sees them. You run around questing, stumble upon a bush or a rock and click it. No tools, no effort whatsoever is needed, you only need to make sure your skill level is sufficient. And you have a raw material or another in your hand.
The second thing i always use to describe the game, is the level of quality and responsibility Square Enix offers to the gamers. Now this is where it gets really tricky. Every time i use that claim, someone reminds me of 1.0's launch over two years back, and i really can't argue with that. Many got burned and social media arranged a terrible scene. The Metascore is still there, and it doesn't lie. Though we all who decided to play and support the game, know differently. The announcement of Tanaka's retirement and the official letter of apology is something i won't ever forget as SE's customer. The decision to remake the whole game and stand tall when the tomatoes were flying on the stage was... wow... They've really gone through a tough phase. And they're about to pull it together with a great remake. That is the feeling of quality and responsibility cannot describe to a friend.Quote:
Well, yeah. Every game makes crafting and gathering a bit differently. Everyone who has done them in past, knows, that there's usually a good source of income attached to them. That alone doesn't make the game special.
At this point i start to think, that the friend i'm trying explain my passion to, is not even remotely intrested. That, or he's too scared to trust, because he might get burned again.Quote:
Yeah, well. It's an industry standard that people get a little pick-me-up if they have to wait in login queue, or a weekly maintenance takes longer than planned.
Explaining the armoury system is a tedious task, even to me, after achieving almost 900 class/job levels. In a nutshell i try to explain, that one character is free to pursue any goal he wants. He can be a simple handyman, or a jack-of-all-trades. You can combine skills from another classes and you are not required to grind through the same repetitive quests and the usually-so-bland-main-storyline over and over again, in order to have both a healer and a tank at your hands. Lately, with the new info being released from ARR, i've been expanding my claims to active events, levelling dungeons and the good old groupgrinding. All brought nicely together with a cross-server search tool. And i always mention, that PvP will be there, and that it will be kept separate from PvE. There will be no griefing/ganking when you want to take your time looking around and exploring.After playing so many MMO's for almost 10 years now, i have to say; it's no wonder that western audiences are very sceptical and sometimes even completely paranoid. I believe our understanding of quality gaming, good fun and responsibility of forgiveness has been blurred out to be a gray mass of disappointments, bitterness, unhappiness and ridiculously high expectations and dreams, that has been torn down by so many oversimplified mechanics and meaningless pat-to-back rewards throughout games. Not to mention today's trends regarding launch conditions and DLC-milking.Quote:
Yeah... i guess i could take a look at the game when i have some spare time...
So far the marketing around ARR has been really modest. It's understandable, as SE is trying something that hasn't been done before. They need to be very careful for a good reason. Pleasing the demanding audiences in both west and east, bridging the gap between casual and hardcore gamers, while trying to maintain their lore-setting and re-balancing combat mechanics, is no easy task. Not to mention that is not nearly enough to succesfully launch their most ambitious title yet.
Oh snap; i guess i got a little off there.
TL;DR: I'm not sure if there is still a definite thing or gimmick to distinguish ARR from today's MMO's, or make it really shine in the gameshelf. I'm not even sure a game needs one, i mean, why re-invent the wheel, if it's otherwise a good wheel? I personally think the quality of service, stunning visuals and compelling story are a unique thing to mention. Like they've been in so many FF-titles.