X was the last one for me but XII was the absolute last one that could be recognized as a Final Fantasy and it was the last one with decent writing.I have not played XVI, but I felt the exact same when FFXII was released following the success of XI.
TBH, Final Fantasy IX was the last FF console game that felt like one. I played X, X-2, and XII looking for that same feeling, and I gave up after that. In order to appeal to old school gamers such as myself, a FF console game must be turn based, have cartoonish characters, a strong RPG element (RPG/action is not it), a magic system, a great story that somehow incorporates summons like Shiva, Odin, Bahamut, etc. into it, and a memorable villain. I had a strong feeling, especially with Yoshi under the helm, that XVI would have strong elements from XIV baked into it. Since I do not have a PS5, I most certainly was not going to pitch 600 bucks for a high risk disappointment. I likely still would not have bought it even if it was released for PS4.
Nothing about XIV is fresh to me, but my interest in the game is not contingent on the game remaining fresh. It rests solely on the game being fun to play, and having something to work towards that won't be erased the following patch. This does not mean I don't want fresh content. It just means whether the content is new, expanded, updated, or refreshed, it needs to be fun to do. As an example if you fail a solo instance, the game gives you the option to do it with easier difficulty, but has it even dawned on this dev team to give the player an increased difficulty option before doing the instance the first time?
There is far too much pandering going on right now, and it is inflicting serious damage to this game.
I'm with you though, I'm here because I'm a Final Fantasy fan first and am MMO fan second. That being said, the fan service has to be well done and the 6.x stories... weren't that. The current writers have a weird villain fixation and an even bigger desire to reform them and that trope is getting old.
The massive juxtaposition in storytelling from Stormblood to Shadowbringers still irritates me. From global politics and intrigue with some dark elements to cheesy 'grimdark' fantasy. It was a pretty massive turn off for me.
You realize you are perhaps one of the biggest trolls on these forums right? You blindly attack others telling them to quit the game over any pretense to the point where you regularly hypocrite yourself.
You are perhaps one of the most disliked forumers here and no one would miss you if you stopped posting.
Over time he's gone from a regular FF fan or gamer right into that business suit he wore at the Tokyo fanfest pvp event; out of touch. We're getting dangerously close to Hiromichi Tanaka levels of "we're right, you're wrong."
When you have to explain to your paying customer how to play the game that's when you know the ship's taking in water.
The word "fresh" is putting in some WORK in this interview, lmao. Imagine doing the same formula for over a decade and calling it fresh. Call it reliable. Call it static. Call it unflinching. Don't call it fresh. The formula's so stagnant that people who've been playing for more than one expansion can predict exactly how the content's gonna roll out on a patch by patch basis with 100% accuracy. And a lot of people actually like that about the game, too. They know when the raids are gonna drop. They know when the alliance raids are gonna drop. They know when to expect a relic questline. Etcetera. I'm not here to weigh in on the good or the bad of it. But don't call it fresh. Crazy how the interviewer didn't push back on that at all, but I guess that's just modern journalism for you.
As for the substance of the interview, I can see where Yoshida is coming from, but I don't really think it's working. For example, with island sanctuary it was really obvious that they wanted to tap into that Animal Crossing fanbase. However, when you copy things from single player games in a really shallow way, you just make a half baked product that misses why it was popular to begin with. Animal Crossing was popular because of the customization and the fun NPCs. Island sanctuary only recently obtained customization options (gotta give credit where it's due) but for the longest time you really couldn't customize at all outside of "I want this static building to be on this hill instead of down by the forest." The mammets are a nothingburger. There's not even really a multiplayer aspect to it either. In AC, your village had unique resources that incentivized trade with other villages. There's nothing like that here. In AC, you could invite friends over to help with decorating, renovating, deconstruction, etc. Nothing like that here. The only similarity is you're grinding for a currency and you're IRL timegated a lot. Idk. You're making an MMO. Maybe stick to what you already do well??
Originally Posted by Yoshida-san
Let's consider another theoretical mod: one that displays your character entirely naked.
The secret to keeping it fresh is for Yoshi to toss it like a salad and put it in the Fridge for a night or two.
Note: Taking advice from a players alt, is like taking advice from a voice in a dark room. Criticism is a two way street remember that!!
This game's about as fresh as a dead snail


I think the fresh bits he's referring to are things like Eureka and Island Sanctuary, but the core game which we spend the most time interacting with has largely remained unchanged over the years. The jobs have changed a great deal, and one of the reasons I believe content like Eureka and Bozja can feel boring is that the jobs just aren't designed for that kind of extended play. Rotations are so rigid and to hammer the same one out for hours and hours grinding levels in these places gets very old.
They don't get old for me with things like the elements and actions. What makes exploratory zones interesting is that you aren't just your regular Job as you progress. The exploratory zones feel like a spinoff of how the game would feel if devs didn't move hand over fist to appease raiders like Xenosys whose primary objective is ensuring every single class is viable for progs, even though the devs will never stop adding classes (making it more and more ridiculous) and certain classes are already way more viable for early prog than others by an exponentially larger margin.I think the fresh bits he's referring to are things like Eureka and Island Sanctuary, but the core game which we spend the most time interacting with has largely remained unchanged over the years. The jobs have changed a great deal, and one of the reasons I believe content like Eureka and Bozja can feel boring is that the jobs just aren't designed for that kind of extended play. Rotations are so rigid and to hammer the same one out for hours and hours grinding levels in these places gets very old.
He's already complaining about Pictomancer (not Viper) even though he doesn't play caster roles at all because it won't be picked over SMN or BLM unless it has res or extremely high DPS (aka just make it like SMN or BLM to fix it). This is why I always complain about this type of player, even though he's not totally representative of them.
Last edited by Turtledeluxe; 01-18-2024 at 04:04 AM.
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