I simply took the extreme of the warrant to which I was originally responding in order to clarify my previously stated position, little of which had to do with your reply as I've never argued against its contents in the first place. Restatement, not argument.
Yes, I have closely read:
AndIt's because jobs are thematic. PLD and WAR are not the same job. Sure, they could have had PLD with 2 specs. One spec that was defensive heavy and focused on blocking and some magic or a spec that was offensive heavy that built up a gauge for offensive attacks. And then come HW, they could have a PLD that ate up MP to buff their attacks and abilities. Then we'd have 1 tank, PLD, but 3 different specs,a ll the customization you'd want right? But you'd also only have 1 tank. What if that person doesn't like swords and shields? What if they don't like PLD's aesthetic? I guess they are SoL cause there's only 1 tank in the game, just pick a build you feel like using right?
OR, each one of those specs could be a job itself and boom, 3 choices for you to use, more that aren't the sword and shield you don't really like. In this game, jobs are essentially your specs while roles are your job. You have the tanks, with 3 choices from there. You want to be a different style tank their your PLD friend? Play WAR or DRK.
And every part you've posted. That I did not requote them does not mean I did not read them. It means that it was irrelevant to what followed—a mere restatement.The point is, if you are going to make specs so different as to mean something, even if a different spec could use a different weapon, you might as well make a new job. FF has a long list of famous jobs and there is no need to take away what could be more jobs for the sake of specs. There is literally no need for that kind of customization other for the sake of it. Imagine the number of people that would be upset, that a game that is a love letter the the whole franchise made one of it's most iconic jobs a sword spec of BLM.
To be clear:
Over this thread I have only stated consistently that customization has little to do with its title, systems, or level of complexity, and that its only actual take-away will be the amount of increased appeal to gameplay it can provide. Consequently, yes, why people would be predisposed to solely one mode of customization is beyond me. I have never said jobs aren't a totally reasonable way to go about adding customization. I simply said (to Belhi) that making a new job can be many steps more than was necessary to increase appeal through customization, and to others that the same issues that would cripple choices in, say, specs, due to performance differences in current content, also and already cripple jobs almost identically in XIV (after all, you can change jobs just as easily here as a spec elsewhere). All I have said to you is that the best means of delivering customization depend on how close the intended result and source resources fall, and how much separate control you want to give players over their adjustment, or, for a third time—
—(i.e.) to "pick the right tool", where that won't always be one answer over an entire MMO.[that] how closely [the intended extent of customization] clusters to prior motifs or mechanics, or how packaged the differences are in order to prevent perfect choice (the paradoxical enemy of balanced spread of choices), makes far more of a difference than whether the additions are called "specs" or "aspects" or "mutations" or "sub-classes" or simple "new jobs".
I wholly agree that that will typically be a new job. I disagree that it will always be a new job. And I heartily disagree that at the point at which surrounding design, thematics, etc., allows developers to effect significant increase to the gameplay possible for a given job at very little asset cost that they "might as well make a new job". That idea assumes that you're spending preset amounts of development time under preset goals, regardless of how much "fun" you can actually create and how efficiently.



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