The basic movement looks exactly the same. The way the camera seems to lock at points, but is also freely movable when moving (seems different from how it currently acts). The way they seemed to remove alot of the movement lock from actions...
It's not the graphics that look similar, it's the basic gameplay that looks the same.
edit; not saying it's a bad thing, but had to point it out.
Last edited by Skull_Angel; 08-16-2012 at 11:50 AM.

Many of them things you mention are a staple of Modern MMO User Interface Qualities.The basic movement looks exactly the same. The way the camera seems to lock at points, but is also freely movable when moving (seems different from how it currently acts). The way they seemed to remove alot of the movement lock from actions...
It's not the graphics that look similar, it's the basic gameplay that looks the same.
edit; not saying it's a bad thing, but had to point it out.
People want quick response, familiar controls, and familiar User Interface elements in order to lessen the difficult and learning curve; while still providing a unique feel to the game.
Many of these things were brought to light before WoW or Blizzard as you so put; however, this does not make it the "same" game. Would you say all FPS are the same because they have Guns on the screen, and the bullets to the side?, Would you say that Age of Empires and Starcraft are the same?, Or how about Theatrhythm and Guitar Hero?
While comparisons can be made from both sides, it's what the game plays like, feels like and ultimately contains that really sets it apart from the competition.
Last edited by Drazzan; 08-16-2012 at 12:11 PM.

Huh....so thats what would happen if FFVII and Skyrim had a baby together.
60% of the time, it works every time.
Quite true, but the current systems used in Crystal engine and what are on display in 2.0's build are markedly different. I was mostly stating how similar the new build is to WoW, as that is what it most closely resembles over any other current (MMO)RPG I've recently played.
Also true, and I agree. It's not often that new games in a similar genera have entirely different control schemes, the trick is trying to hide similarities.
It's all about hiding the similarities when it comes to making games "unique" these days, because (let's face it) the diversity of gameplay and gameplay mechanics has become smaller and smaller over the years. There are designs that work, and those that don't (most of which get phased out quickly or end up killing profits).Many of these things were brought to light before WoW or Blizzard as you so put; however, this does not make it the "same" game. Would you say all FPS are the same because they have Guns on the screen, and the bullets to the side?, Would you say that Age of Empires and Starcraft are the same?, Or how about Theatrhythm and Guitar Hero?
While comparisons can be made from both sides, it's what the game plays like, feels like and ultimately contains that really sets it apart from the competition.
Content is the more important factor in it all, either way.

I agree! Though I dislike it when people see this as a bad thing. They seem to forgot that, there is a reason WoW is successful, and that's because it did bring refreshing new design to the MMO market; like it or not, that cannot be denied. Perhaps it'll be time for ARR to do the same.Quite true, but the current systems used in Crystal engine and what are on display in 2.0's build are markedly different. I was mostly stating how similar the new build is to WoW, as that is what it most closely resembles over any other current (MMO)RPG I've recently played.
I think there is plenty of unique design, mechanics, style and love put into FFXIV:ARR; their biggest challenge is just convincing people to come back and give it a shot. A few clever things will go a long way to making the game successful though. Ideas such as Open Betas, and a Benchmark that perhaps include a Character Creation with the proposed "Character Trial" section of ARR; giving players a chance to run around and do emotes will certainly go a long way in helping this goal.Also true, and I agree. It's not often that new games in a similar genre have entirely different control schemes, the trick is trying to hide similarities. It's all about hiding the similarities when it comes to making games "unique" these days, because (let's face it) the diversity of gameplay and gameplay mechanics has become smaller and smaller over the years. There are designs that work, and those that don't (most of which get phased out quickly or end up killing profits).
Content is the more important factor in it all, either way.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.



Reply With Quote




