First of all, everyone should see this: More specifically:
Originally Posted by Giving the player enough tools to work with
Originally Posted by Usability
Originally Posted by "To sum up"
________________________________________________________________________
****************************************************************
Now, let's check what people on this topic have expressed here.
Some of them think Titan EX is fun, others think it's not. But there are some recurring remarks, things that have been said in many threads in these forums, and that I've read often enough ingame, and I have bolded them in the following quotes:
________________________________________________________________________
****************************************************************
Now before I move on, there is one important point I'd like to clarify.
As you've understood by now, I'm talking about the fact that you (apparently) need to "learn the fight" in order to be able to beat it.
First, there are people who seem to mistake "reaction time" with "knowing in advance". If you have to to learn beforehand what to do, then the mechanics doesn't rely on your reaction time, it relies on your memory.
Which doesn't mean that you don't need to act fast. But if you had to have seen it at least once before, if you cannot clear it on your first try, then it's not a reaction-based mechanics.
Is it necessarily a bad thing? No it isn't. And it is my opinion that FFXIV, in these most difficult fights, was aiming at something in between "reaction" and "foreknowledge".
A MMO is not like a single player game, that once you've cleared it's content, you won't do it again. In fact, a game as heavily grind-reliant as FFXIV expects you to do it multiple times.
There is a balance between the two extremes: "not knowing what to expect" and "knowing what's going to happen by heart".
Where am I going with this? "Learn the fight" might mean different things to different players.
Some actually do consider it "normal" (and even enjoyable) that the player has to learn the fight by heart in order to beat it.
Some might mean "to know the general mechanics, so that you are ready to react when it happens".
So, maybe all these people I've quoted earlier didn't all mean "know the choregraphy by heart" when they wrote "learn the fight". Maybe. Hopefully. Doubtfully.
________________________________________________________________________
****************************************************************
Now, on to the next point, which makes any previously expressed doubt in favor of FFXIV's way of handling difficulty in it's fights, moot: this is an online game.
With arguably a bad netcode. Or servers. Or... In any case it's far from perfect as far as playing online goes.
("perfect is impossible", you might reply, and: "people's circumstances will always vary"; you'd be right, but when you are creating an online game, you know that beforehand, don't you? SE didn't, apparently)
First of all: what is the problem?
Because I didn't bother going back into the multiple threads already existing on this topic, I just quoted someone on this thread who explained one of the probable reasons people do suffer from delay:
Now on to the topic of this thread, or what does this mean for the "hard fights" in this game:
You got it: even if "Learn the fight" didn't mean "learn everything by heart", for people who suffer from delay, it does.
People cannot clear this content without learning it all by heart beforehand, and "pre-dodging".
I already see them coming, those that will say "it's not SE's fault if you lag".
Maybe.
In any case it is SE's fault that this online game is designed the way it is. They chose the mechanics, they chose how to handle difficulty, and they knew they were making an online game !
They sold it to people living all around the world, their official website has a dedicated section for buying the game in Australia and New Zealand.
If they did not know that people there would have a ping over 200, then they are clearly incompetent.
They could have designed their game differently. They could have based the difficulty on other mechanics:
________________________________________________________________________
****************************************************************
In short, and to get back to the opening of my message: these mechanics are not "difficult" they are "punishing".
Delay means you cannot make any informed choice, because by the time you get the information, it is too late: time for you to react, then for the server to register your move, the server has already decided you're dead.Originally Posted by Giving the player enough tools to work with
You cannot dodge consistently and you cannot use certain abilities consistently (cf my sig).Originally Posted by Usability
When you click on a button, when you press a key, you expect something to happen. That is not always the case in FFXIV.
When your screen tells you you are in this specific place, and this is what's happening around you, you expect it to be the truth. That is rarely the case in FFXIV.
Guess how she feels?Originally Posted by "To sum up"
________________________________________________________________________
****************************************************************
________________________________________________________________________
****************************************************************
Don't misunderstand me. Some players obviously do find it a fun fight.
The only question that will matter to SE is: are there enough of them to sustain the game?
Yoshida seem to believe so, considering his answer to the problem:
There is just a problem here. The game requirements are as follow:The latest interview with Game Watch that Reinheart kindly translated.
[...]
Yoshida: What I can official say from my end is that if you’re really going to fully go into the contents please have the best environment. But this is really hard, there are those that will say “You are the one creating the Online Game, you prepare that type of environment”, or look over it and make adjustments so you can dodge those.
GW: That’s impossible.
Yoshida: It is, if we do that we can’t make difficult contents.
GW: If you’re able to dodge with 3 digit Ping then it’s not fun as a game
Yoshida: We would need to extend the time players have to dodge. But doing that will make the content super easy, so it’s impossible.
Originally Posted by finalfantasyxiv.com
Guess what? People with "persistant broadband connection do suffer from delay. If the "recommended system requirements" (not the minimum, mind you) are not enough to play endgame, don't you think there is something seriously wrong here?
From where I stand, this:
looks a lot like an admission of incompetence in game design. At the very least in MMO game design.GW: That’s impossible.
Yoshida: It is, if we do that we can’t make difficult contents.
________________________________________________________________________
****************************************************************
One final word, since I've seen quite a few people on this thread and these forums in general, who claimed that not every player was supposed to be able to clear all content.
Based on supposed "skill" (though we have already established that "skill" was not the deciding factor in fully scripted fights) or based on setup, as Yoshida seem to believe himself, too:
I'll just quote the same video:
(and I know I quoted a lot, my aim was mainly to put things into perspective, and I don't believe I am a fountain of wisdom).As a designer, you're not trying to defeat your player.