So, based on what you're saying it's "fun", but lacks the well designed/scalability marks.
I won't argue against your definition of fun, but what I think Chocobo racing should have been is basically FF14's iteration of Mario Kart or Crash Team Racing. A side activity that is simply fun to play with friends during downtime. It didn't need all the progression systems and stuff that drove it further to a solo adventure.
In order to be well designed it'd need good modes for solo matching, team matching, as well as allowing people to grab people out of PF/FC/LS's to to go up against. Allow people to spectate and bet and set up their own prizes. As far as rewards go, this REALLY should have been the system where you unlocked new colors, some bardings, etc, rather than the menu content it was placed in.
Lastly, scalability is important. I would have liked to have seen a crisply made level editor UI so people could craft their own tracks and a means to share them among the community. Not only that, but time trials or battles could work.
Based on your response, I don't see "fun" mentioned, it's definitely not scalable, and well designed is up for debate.Lords of Verminion
I admit I haven't actually finished all the tutorials, because I suck at LoV (good at making an initial plan, terrible at reacting to changes on the battlefield). However, the depth of strategy here is pretty cool and I used to spend quite a lot of time statting out good combos of minions. I am impressed at how well they made this clearly mouse-driven style of game work with a controller. Even though I've kind of run out of ways to really enjoy it, the 10,000 MGP weekly challenge keeps this somewhat relevant for me.
For me, LoV could have gone 2 different routes. The route I care significantly less about would have been a pokemon styled approach.
The better approach I would have liked to have seen is SE to leverage some of their existing IPs. Namely FFT. I envisioned a system that was basically like editing FFT teams and battling out in scenarios and against other players, almost like a really neat version of FF chess.
So not fun, not well designed, nor was it scalable. Got it.Diadem
I never did Diadem when it was current, but I have looked at it after the fact (duoing from my FC house) and it seemed like an interesting idea. I can see why it failed on a combat level, but I do think the gathering was a neat idea as an alternate way to get some rarer items. The spoils have also been pretty useful as another option for getting various materials.
Like many mentioned, the only reason it's "fun" is because it's an activity that is so trivial it allows downtime to socialize. So does AFKing in town, but that's hardly what I would considered well designed fun content.Eureka
I initially resisted Eureka because the idea of FFXI-style grinding wasn't appealing. By the time I decided to try it, everyone had moved to the NM train model. I've only recently started actually participating in Eureka, but I have to say I find it strangely compelling. There's a lot of downtime on the NM train, and my attempts to level outside of it have been pretty terrible, but the camaraderie of waiting on NMs and the level to which people go out of their way to help low-level nubs like me has been pretty great. I really misjudged this one.
The Magia board being nothing but a binary if/then statement doesn't lend well to it being well designed either, and it certainly isn't scalable as we've seen now that people have moved past the content.
So you are saying that the process of overmelding is fun? The ridiculously prohibitive cost and tedium and low % success rates on binary/boring stats was fun to you?Materia
Materia has gone through so many forms, all the way back to the strategic conversions of 1.0. Now that they've added materia to most dropped gear and allowed for materia removal, this system has really become something amazing. I'm pretty lazy with updating my combat gear, but in leveling crafting and gathering on alts the system as it stands now has been hugely helpful. I finally don't feel like my materia is just going to sit there waiting for the perfect time to be used. There are tons of ways to get good materia as well, and it seems pretty well-balanced between allowing you to easily get decent materia and it taking effort to get grade VIs and crafting overmelds.
It definitely isn't well designed with how many clicks it takes to get through the process, and with how basic materia itself is, it's certainly not fun putting in bland +stats that do absolutely nothing to your gameplay either.
I just kind of gave up after the first few. It's clear you didn't understand the exercise. You label these things as "cool", but the gameplay forms you list are either zerg content (i.e. not engaging) or menu content (aka click this, get that), and that getting stuff for minimal effort makes you feel efficient, even when you're not really doing anything.Overall I'm very happy with the direction of this game. I never really thought about all these systems separately, but it is kind of amazing how much different cool stuff they've made here. I'm also a big fan of hunts, maps, chocobo companions, and gardening. There's a ton of stuff that you can do at once, which makes me feel like I'm being efficient even when I'm not really doing anything. Now if only I could get off my lazy butt and actually customize my housing a bit...
I appreciate the time you took to respond though regardless, as I suspect the person I originally did won't.