I must be one of the only few that's actively engaged in the story and never skips anything. Hell, even the stories within the crafting and gathering classes have me interested and wanting to see what happens next.
I must be one of the only few that's actively engaged in the story and never skips anything. Hell, even the stories within the crafting and gathering classes have me interested and wanting to see what happens next.





I don't skip the story either - the storyline is the main reason I play the game (that and I'm a FF fangirl anyway). The problem is not with the story itself, but it's execution in relation to gameplay - because Yoshi wanted to make the game about 'content based exp' (paraphrasing his words) instead of the old-style FFXI exp parties, the storyline was executed in such a way that story quests also levelled the player theoretically as they played. Of course this works well on paper, but in practice, it caused more problems that SE probably didn't anticipate (the quest window box requiring the player to accept or decline it each time is very jarring, and the big 'Quest accepted!' and 'Quest complete' titles are also immersion breaking (damn I was hoping not to use that cliched word, but, there you go).
I admit that personally I felt the story did drag a little in places because it had to be stretched in order to provide the required levelling curve for new players, meaning it was also padded with filler quests of 'speak to this person unrelated to the task at hand' - the Company of Heroes arc leading up to fighting Titan in particular was the worst incidence of this (even Y'shtola sarcastically quipped how the player was effectively wasting their time running around getting wine and cheese when the fate of the world was at stake!).
Having said that, I still love the storyline and cannot wait to see how Mr Oda, Ferne and the rest of the writing/translation and lore teams take the story into Heavensward, as the 'post game' story mostly avoided the filler quests (perhaps except for the 2.1 story which was almost the development team's 'take that!' to the community's stubborn snubbing of certain content, ala Guildhests and the Sunken Temple of Qarn at that time).
Last edited by Enkidoh; 03-30-2015 at 01:08 PM.
Definitely not. I loved all the stories even the side stuff.

Well, note that I've never once mentioned about the story being good or bad.. I'm simply uninterested in the story in general(no matter what game I play actually) and I know that I have no room to complain thereOther than wanting to have it be an optional thing...
But I'm sure the people raising legitimate concerns about the lackluster story (according to them) gave it an earnest effort. I know SE can't please everybody but you can't just disregard other people's experience based on what you personally felt was a good experience.
And.. before anybody gets to "if you don't like it, then why do you play it blabbity blah" let's just say, the game as a whole has many merits that appeal to different types of people and we've all found parts of it that we enjoy. Hell, I know somebody who lives in Gold Saucer since it came out
So we're just voicing our opinion to hopefully have SE come up with a new direction on game design that'll please a broader customer base than currently.
Last edited by Gillionaire; 03-30-2015 at 02:13 PM.



The reason is because they have to. In order to unlock expert, high level and trial roulettes once must do quite a few hours of gameplay upon reaching level 50. Hours spend doing nothing but main scenario and hildibrand. Without those many hours all of the roulettes apart from main scenario (which is only 8 man) and low level are locked.
By many hours Im talking about days doing nothing but the above content. Just to unlock roulettes.
As will I...once I spend a few more hours catching up. (my third day of doing nothing but just that)
Last edited by Aeyis; 03-30-2015 at 02:16 PM.

Gridania is boring, Limsa is generic. Uldah can be good at times but the Central Highlands is truly where the good stuff is at. Even the side-quest are enjoyable (Oh heretic is acting up again, just give him this dead rat). The story post-50 has been straight-up boring until you start bouncing from Uldah to Central Highlands (while going back home from time to time) and just pretend nowhere else exists.
Even pre-50 this was the case. After Ifrit in Uldah, the story becomes hella boring until you get to the Central Highlands making your way to Garuda.
Overall the story is pretty linear. Imperials are sadly more relatable(with their fear of primals and their inability to use magic for example) than the "good guy" cast. More than half of the cast starting with the Gridania leader could drop dead this next patch, and I literally will not have any f----s to give. That's bad.
Well some people more concern about the how engaging the content are and only care about their character gear and how strong they are, and they don't give a s**t about the content or lore. I play WoW like that before.
It happen to me at my first month while playing at NA\EU before, I just press ESC or ENTER at everything. After I moved out to Masamune all my friend in FC keep encouraging me not skip the dialogue or cutscene, so I do as they said and it's fun.
The content so far it's not hard to me and hoping it will be more challenging after The Binding Coil of Bahamut Turn 5.
But I'm hoping that SE can give us option to skip or not, in this way there is no issue with the player who got left behind because other player don't give a s**t about the cutscene. Skippable players can have faster run time while unskippable players can have their time to enjoy, win-win situation.


I enjoyed the story and watched all the cutscenes, and I'm ready to jump into the next update (I've basically been MIA for 2.51, nothing for me in there.)
As I'm going through with a second character and doing videos, I've taken to pretending my character points out the obvious solution only to get ignored.
"How are we going to find Iceheart in all these caverns?" "You could trick the Amal'jaa into summoning Ifrit right here. Not like I couldn't solo him by now." "Violyre, we need you to go into this ice cavern and track her down!" "Damnit."


The stories are pretty good, there are some dull ones but most are good.
The one thing I do not like is the endless back and forth quests...
Important NPC: "Hey Warrior of Light, mind running to tell Minfilia in Mor Dhona that this monster is a threat?"
(You run to Mor Dhona)
Minfilia: "Oh my that is news, do you mind telling Important NPC that he has our backing?"
(You run to Important NPC)
Important NPC: "Wow! The Scions are going to help us! Great, go back to Minfilia and set up a battle plan."
(You run to Mor Dhona)
Minfilia: "Okay now that we have the battle plan, go tell Important NPC that plan so he is also in the loop."
...
...
...
ITS CALLED A LINKSHELL! EQUIP IT! >_>
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). The problem is not with the story itself, but it's execution in relation to gameplay - because Yoshi wanted to make the game about 'content based exp' (paraphrasing his words) instead of the old-style FFXI exp parties, the storyline was executed in such a way that story quests also levelled the player theoretically as they played. Of course this works well on paper, but in practice, it caused more problems that SE probably didn't anticipate (the quest window box requiring the player to accept or decline it each time is very jarring, and the big 'Quest accepted!' and 'Quest complete' titles are also immersion breaking (damn I was hoping not to use that cliched word, but, there you go).

Other than wanting to have it be an optional thing...



