Agree with the OP. I usually start off wanting to read what the npc has to say and end up spamming through it 5 pages later.
Agree with the OP. I usually start off wanting to read what the npc has to say and end up spamming through it 5 pages later.
How does this game fail at delivering Lore?!?! some of it's absolutely hilarious. Example: Pirate guy comes out of a barrel and talks to me in words I can barely understand, a moment later, I realize he's piss drunk out of his mind. :3
Then you got the twins from the miner quests, (or as I like to call them the Hitachin twins) still waiting for them to "end" me.
Last edited by Vanguard319; 11-03-2011 at 08:44 AM.
the npc's in 11 did not need to infodump because
a) they hint at the lore
b) there are landmarks to backup those hints
whereas in 14, there are no real landmarks so all the lore is infodumped. For example, the elvaan dude in the OP should not have had to introduce his Circle. There should have been a landmark or a Tome in a library somewhere where the player could have found out about the Circle and its members then the players would have been in awe at the elvaan dude when the update hit. Contrast this to 11 where players felt npc's like King Ranperre were badass even though he had no physical presence in the game. Basically, SE missed out on opportunities to hype up the major npcs.
another tidbit, a lot of the lore in 11 goes unexplained, no one knows definitely who the remaining statues in Hall of the Gods trully represent. in 14 everything is done to death.
the players appreciate the finite resources the devs have to work with, but "show dont tell" is a basic writers concept and can be pseudo-achieved by removing the speech infodumps and placing them throughout the world in other ways (eg Tomes/books). For example, ElderScrolls excels at this.
Last edited by Altanas; 11-03-2011 at 09:08 AM.
Correction: the entire creation myth of Vana'diel is literally demythed in RotZ (the zilart try to become gods through science, nuclear meltdown occurs, playable races are infact the hideously mutated survivors), in CoP they reveal the truth about the emptiness, (Promathia's will, present in all mortals so that Promathia can live on) Promathia himself (wants to be reborn just so he can die for good), and the real reason why Paradise is unachievable (means reviving Promathia = apocalypse/end of all life), in ToAU, you learn what happened to the empire that preceded Aht Urghan (Summoned Alexander, and was wiped out by Odin and Al's ultimate showdown of ultimate destiny). I didn't play through WotG far enough to know it's full story, but as for Abyssia (what if scenario where you failed to beat Promathia, resulting in the apocalypse you averted in CoP).the npc's in 11 did not need to infodump because
a) they hint at the lore
b) there are landmarks to backup those hints
whereas in 14, there are no real landmarks so all the lore is infodumped. For example, the elvaan dude in the OP should not have had to introduce his Circle. There should have been a landmark or a Tome in a library somewhere where the player could have found out about the Circle and its members then the players would have been in awe at the elvaan dude when the update hit. Contrast this to 11 where players felt npc's like King Ranperre were badass even though he had no physical presence in the game. Basically, SE missed out on opportunities to hype up the major npcs.
another tidbit, a lot of the lore in 11 goes unexplained, no one knows definitely who the remaining statues in Hall of the Gods trully represent. in 14 everything is done to death.
Pretty much, XI's lore is highly explained, and demystified, with hidden truths revealed almost every other cutscene, by comparison, XIV is the game that has been more vague. the Elezen had to explain his circle because he is part of a secret society from Sharlayan, which was destroyed by the empire if that one npc is correct, and since it was the center of learning in Eorzea, then there is no library left to learn the lore from, hence the infodump.
Last edited by Vanguard319; 11-03-2011 at 09:30 AM.
I think you're both saying the same thing, only you went into spoiler mode.Correction: the entire creation myth of Vana'diel is literally demythed in RotZ (zilart tried to become god through science, nuclear meltdown occurs, playable race are infact mutants), in CoP they reveal the truth about the emptiness, (Promathia's will, formed in all mortals) Promathia (wants to be reborn just to die), and the real reason why Paradise is unachievable (means reviving Promathia = apocalypse/end of all life), in ToAU, you learn what happened to the empire that preceded Aht Urghan (Summoned Alexander, and was wiped out by Odin and Al's ultimate Showdown of ultimate destiny). I didn't play through WotG far enough to know it's full story, but Abyssia is a what if scenario where you failed to beat Promathia, resulting in the apocalypse you averted in CoP.
Pretty much, XI's lore is highly explained, and demystified, with hidden truths revealed almost every other cutscene, by comparison, XIV is the game that has been more vague. the Elezen had to explain his circle because he is part of a secret society from Sharlayan, which was destroyed by the empire if that one npc is correct, and since it was the center of learning in Eorzea, then there is no library left to learn the lore from, hence the infodump.
I think you misread, Altanas' post was arguing that 11's lore was never fully explained, I completed most of the expantions, so my argument was that the lore is not only fully explained, but the mythology associated by the lore is picked apart, and left without any possibility of interpretation.
Yeah, I derped there. I never made it to the last paragraph.I think you misread, Altanas' post was arguing that 11's lore was never fully explained, I completed most of the expantions, so my argument was that the lore is not only fully explained, but the mythology associated by the lore is picked apart, and left without any possibility of interpretation.
Well, that's not getting changed.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.