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  1. #1
    Player
    Seif's Avatar
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    Mar 2011
    Posts
    2,706
    Character
    Seif Dincht
    World
    Balmung
    Main Class
    Marauder Lv 72

    Depth Vs. Accessability

    There is understandably a lot of criticize going around how XIV shouldn't take elements from XI because of the way a lot of the quests in XI require a lot of work. Frankly many of the quests in XI are nearly impossible to complete without an online guide written by the few guys who cracked the code and discovered something new.

    http://welovelocalgovernment.files.w...-art-print.jpg

    I'm not one of those FAQ writers and with my limited time to play I doubt I'll ever be.

    However I've grown to love the inclusion of the complex elements and I love the gardening system in all it's complexity even though I've never grown a single plant successfully and here's why:


    XI has PLENTY of easy missions. I started playing late so I've had to solo most of the storyline missions with a BLM even though many told me it's not possible and honestly I'm not that good of a player anyway.

    However it's the inclusion of these utterly absurd crazy-hard-to-figure-out secrets that makes the game world feel alive and you begin to think like absolutely everything has 10 layers of depth and modifiers working under the hood. It makes the world of XI feel like it's full of secrets and it's not in a hurry to spoon-feed you all of the content it has. Those who seek will find but for the rest there's also a casual way to play the game in the form of FoV (=read leves without timers and more freedom) levelling, farming and missions.

    It's like storytelling in all forms of entertainment and art; the most interesting thing is always the unknown, unseen -a hidden element.

    The problem with XIV is that I don't believe there is anything to discover. Along this belief I don't pay attention to NPC dialogue as it can't lead me to find anything else than the quest mobs marked on my map. Leve text feels like skippable "flavor" text and the missions don't feel like they're telling a story of a real living breathing world.



    http://static.howstuffworks.com/gif/...ake-a-bog0.jpg

    In conclusion I personally feel that these concepts aren't mutually exclusive. The player should have the choice of staying on the easy-street but also the knowledge that there's an ocean of possibilities to discover.

    http://3.bp.blogspot.com/_TXkhCHqJMr...ceberg%2B2.jpg
    (9)

  2. #2
    Player
    Joeking's Avatar
    Join Date
    May 2011
    Location
    In Quasimodo's Hump
    Posts
    690
    Character
    Boy Friend
    World
    Tonberry
    Main Class
    Fisher Lv 100
    I prefer Shallow waters, less chance of sharks, well aside from those sharks that lunge at you trying to drag you into deep water so they can maim and devour you.....
    (0)

  3. #3
    Player
    Leeloo's Avatar
    Join Date
    May 2011
    Posts
    307
    Character
    Zirnuwil Wyznlorhsyn
    World
    Ultros
    Main Class
    Alchemist Lv 50
    Indeed, depth is very important and seriously lacking in XIV. Opposite of XI(in the past), I think they went way too far with easymode. It's convenient, but also boring. Though I think because of that it gives them the opportunity to build on it and fill the world in with more life, mystery, & challenges. Adding that depth with optional things that don't keep the people who want the easier route from enjoying the game too. Hopefully they can pull that off.
    (1)
    Last edited by Leeloo; 05-23-2011 at 03:24 PM.

  4. #4
    Player
    Join Date
    May 2011
    Posts
    519
    Why do people always make these chapter-long, feature-length, rational threads?
    (0)

  5. #5
    Player
    SuzakuCMX's Avatar
    Join Date
    Apr 2011
    Location
    Great Gubal Library
    Posts
    2,034
    Character
    Peach Parfait
    World
    Gilgamesh
    Main Class
    Weaver Lv 70
    There is mystery about the future and somewhat about what's in the game (deaspected crystals and the 7th umbral era).

    However, secret quests and the like would be nice...but I want the basics done first, IE: Battle rework, class balance, jobs, mounts...making the game enjoyable as a base before adding the depth.
    (0)

    Peach Parfait/Khulan Angura on Gilgamesh

  6. #6
    Player
    Join Date
    Mar 2011
    Posts
    3,208
    being more accessible is not the same as easy.... you can have depth and it is easy. And you can have challenging content that anyone can have. What ffxi lacked was prolong fun. get that term FUN these are ganes meant for "cheap" entertainment. Fun is the only thing they need to be. You just feel if something is easy opr if something is challenging. Honestly ffxi wasn't hard, just not that accessable. The quests were not that hard either. If I git stuck I asked someone, the only reason people made guides was to limit getting bothered by newbies.
    (0)

  7. #7
    Player
    viion's Avatar
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    Mar 2011
    Location
    Uldah
    Posts
    4,206
    Character
    Sky Box
    World
    Ragnarok
    Main Class
    Marauder Lv 90
    Quote Originally Posted by SuzakuCMX View Post
    There is mystery about the future and somewhat about what's in the game (deaspected crystals and the 7th umbral era)..
    Its hardly a secret/mystery when everyone knows it relates to unimplemented content. It is also something you cant discover more off.
    (1)

  8. #8
    Player

    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    896
    I do think that FFXI's quests are WAY too vague and don't give enough valid information to complete them. There's a difference between challenging-to-figure-out and totally unreasonable content!

    I'd prefer the depth of FFXIV to be discovered by, for example, getting a quest and it taking you into the depths of Eorzea where you wouldn't otherwise go, and find things out about the world that way. As opposed to having to google the location of a '???' mark that is, essentially, a needle in a haystack.

    I do like the sense of community that seems to develop when people have to work together to figure new things out in FFXI, though. I much prefer things to be added in a shroud of mystery rather than being immediately obvious.
    (0)

  9. #9
    Player
    Join Date
    Mar 2011
    Posts
    3,208
    You know what I liked
    LA Noire it is a challenging game a fun game and an easy game at the same time.
    Pretty much You do need to think when doing interrigations the more right answers the bettter the info. Like you watch the npc talk about the story, and you need to really focus on ther face, their attitude and what they say. If you think someone is lieing, you need to state the correct evidence (which isn't obvious) Thats the challange, the fun is its sorta set up like gta but your playing a cop. It acts just like the old 1940's dectective "gumshoe" flicks. With a old husky narrator talking all this old lingo. Like "it was raining like cats anbd dog that night, then suddenly this dame walks in. She look like one of them ol' pin up gals ya see in them calanders" (something to that effect) Amd it is easy because anyone can play it, it isn't hard to figure out what to do.

    Honestly, too many people already admited they do not want a larger player base then ff11. Which imo fail logic.
    (1)

  10. #10
    Player
    Rutelor's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    472
    Character
    Rutelor Mhaurani
    World
    Balmung
    Main Class
    Thaumaturge Lv 70
    I very much agree with the OP. If there was one monumental achievement in FFXI it was the splendid sense of solidity Vana'diel had (has...?) It was all out of a sense of mystery, which made you pay extra attention to little details because clues could be anywhere. And there were intricate relationships at play.

    There are two types of players concerning this: Those for whom depth and mystery are encumbrance to their speedy race to the cap, the "level, level, level!" type; and then there are those who enjoy slowing down to take a meandering side-road through deep content. You can, theoretically, please the first type within a world designed with provisions for the second. But it's unlikely the second will find solace in a world designed with only the former in mind.

    I also agree that relationships and the solutions to mysteries could/should be made less arcane and the knowledge less esoteric and willfully hidden. No more of the change-your-furniture-around-to-get-the-right-moghancement-and-then-face-west-during-a-waning-gibbous-on-Lightningdays-to-synth-that-belt kind of lore, please! Ah, and also don't make us reverse-engineer the game's code to figure out the consequences of having eaten that garlic cracker.

    Bump!
    (1)

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