As a fairly new player, I thank you for bringing up this thread and I think some of the points made are relevant.
First and foremost, I feel like the story being offputting to new players isn't only because of the difficulty. There are other things at play here :
- AAR story delivery is definitely sloggish. It starts out of good intention (delivering basic MMO information on new players) but ends up being very slow. Neverending tutorials, neverending introductions to characters and places. Necessary, yes, but it could be more streamlined.
- The feature quests are disturbing the pace of the MSQ because they're all over the place and you level up so quickly that there's always tons of blue quests showing up and preventing you from really chaining up MSQ quests and get invested into it. It really feels overwhelming at times, especially at lower levels. This to me hurts the game way more than the difficulty. Nothing I dread more than reaching a new MSQ place where I open my map and I see a cluster of 10+ feature quests (not knowing beforehand which ones are relevant or not), while being involved in the plot so much all I'd want is to see what happens in the story next.
As for the overall difficulty, I think there are some things to consider first :
- All the important story bits are locked behind group content and even if it's easy so to speak, it still requires you to use all the abilities you have to get through and to pay attention to some mechanics, which is what a basic difficulty setting should be doing in my opinion. You can still die from some mechanics, you can still put some real stress on your healer if you stay in Aoes, you can still feel the difference between a good and a bad rotation dps wise. And you really feel it when one of your key players (let's say, the tank) is unsynced because barely at the level of the dungeon. It's suddenly hard again.
- The game makes it very important for the player to feel successful, which is something I think no one has brought up here but seems to be at the very core of FF14 philosophy. The game wants you to succeed. And then, when you have built enough confidence, tackle harder content. The story is reinforcing this feeling. It's trying to provide with a positive experience rather than a punishing one.
- Finally, and it's something more personal, but I play FF14 to relax. I'm also an avid GW2 player, which is way more action oriented and can be really difficult at times / the combat pacing at least is very fast, just as the story delivery. I enjoy FF14 because it's much slower and it allows me to settle down and take time to enjoy the scenery, to get deeper into the story and lore, and to just relax and take a breath from the real world. I'm glad the MSQ provides me with that.
To sum it up, what some find offputting (the lack of difficulty in MSQ), I find it to be the strengh of FF14. If I'd want to play a very punishing game, I'd play another thing entirely. I love that FF14 respects my playing time, I love that it isn't trying to tick all the boxes only to end up being stretched out too thin and being flavorless, I love that it acknowledges there are other games out there doing better than itself on some specific aspects and encourages me to go play these games if I want that specific experience. Overall, MSQ being sloggish is more related to how content is unlocked/provided to you rather than how you actually play the content in my opinion.

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