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  1. #11
    Player
    Hinoto-no-Ryuji's Avatar
    Join Date
    Aug 2015
    Posts
    389
    Character
    Ryuji Hinoto
    World
    Tonberry
    Main Class
    Monk Lv 70
    Anything involving the major city states - their Grand Companies, their local conflicts, their leaders and their approach to major plot developments. Even when they do show up in the main story, it often feels like an afterthought, a token presence. Gridania gets it worst; at least Limsa and (especially) Ul'Dah have worked their way into the main story in some way, but the near-removal of Gridania's most interesting elements (the Elementals) has made it feel much less fleshed out than its counterparts.

    That aside, I want more of a connection between gameplay mechanics and lore - specifically, though far from restricted to, gear and its acquisition.

    It seems silly to me that there is no mini-narrative behind major gear sets like the Tomestone or artefact ones. The former all follow a distinct theme each tier; would it be so hard to give a mini-quest (or even just a short little intro cutscene) when each is introduced, so that we get a sense of what this stuff is and what inspired its aesthetic? The latter is even more glaring; I know that the AF2 had narrative in the lore book, but why that couldn't have been woven into Job Quests is beyond me. And then of course there's stuff like the Anima weapons, which had creation lore but not naming lore. Just a line from Gerolt telling me why he named these new Monk fists Verethragna or Nyepels would go a long way, and help show more of his weapon enthusiast side as well!

    This can extend to a number of things. Quest rewards are almost entirely unrelated from the quests that give them 90% of the time. Job abilities are entirely unconnected the narrative that is mandatory for acquiring them (this is especially egregious). Yoshida has time and again said how important it is that FFXIV tell a story; why, then, does that buck stop at quest lines? Should not every element of your world tell a story? I understand the need for gameplay and story segregation in some areas, but there is frankly no good reason why these (and others) should undergo that.
    (9)
    Last edited by Hinoto-no-Ryuji; 08-23-2017 at 12:14 PM.

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