That the second boss of The Stone Vigil has the same attack animation with Twintania.
Seriously SE? 70% of the content seems to be recycled, re-colored, and re-sized. When can we have a content that's not recycled?
That the second boss of The Stone Vigil has the same attack animation with Twintania.
Seriously SE? 70% of the content seems to be recycled, re-colored, and re-sized. When can we have a content that's not recycled?
It's like you never played a Square, Squaresoft or Square Enix game before!
Welcome to your first MMO! Enjoy your stay.
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Last edited by MeeDeggiThePunisher; 02-10-2014 at 10:33 AM.
When can we have a post that isn't recycled?
This post contains a minimum of 30% post-consumer recycled content.
you think THAT is bad?
Let us look at Sastasha.
You enter it through a hole kinda like a mine. First Few Mobs are weird fishies.
First Boss is a weird Cat
Second Boss is a pirate and his stooges
Third too
fourth is a murlo.. i mean sahagin
WoW. Deadmines
You enter through a hole that looks kinda like a mine. First few mobs. I dont remember.
First Boss. It changed but I think at a time it was something with a panther pet
Second boss. Derpy Pirates
Third Derpy Pirate Boss
Fourth a Saha... I mean a murlok.
Firs time I did Sastasha I was laughing all the time
Creating assets is a long, long, long process.
Each asset requires a long time to produce;
Pre Production : Concept Design (Look, Use, Lore, Apperance, Animations, Overall Style
1# - High Poly detailed object
2# - High Poly object retopologised into lower poly object
3# - Normal/Height Map of High poly version applied to lower poly object
4# - Low Poly object adjusted and optimised and UV Mapped for texturing. (This can take a long long time to get right)
5# - Specular/Shader Maps applied to lower poly iteration
6# - Diffuse textures (the actual base colours) painted/adjusted and applied.
7# - Testing object/textures in the game environment for irregularities.
8# - Assuming the object needs animations a step by step procedure of hand-crafting the animation to work "as intended"and by hand or procedurally looping it.
9# - Assuming the asset needs to have a skeleton build(or applied), rigged to the skeleton and finally weightd to the joints. (This can take a long long time)
9# - Testing animation in the game environment for irregularities.
10# - Assuming this asset now needs sounds, the process of producing the sounds, applying it to the correct abilities/situation takes time and adjustment.
11# - Assuming this asset is in fact a boss, mechanics, abilities, scripting and timing, damage output and delays on abilities to be created.
12# - Assuming this asset is in fact a unique boss that require its own particle/battle effects, new effects will be programmed/created to suit this bosses abilities.
13# - Pending no problems were found the boss is ready to be implemented into the game.
FINALLY #14 QUALITY CONTROL. - If producer/director (and probably others) Yoshi-P says "nope" then it goes right back down the pipeline.
These assets take a HUGE volume of time to create, this isn't something that was whipped up in a day. FFXIV goes for a very high detail threshold it requires even more time to produce and perfect to this level constantly, hence the constant reuse of assets/animation and even sounds.
The other problem is data. Each one of these assets takes up space, the animations, models, sounds, battle data all take up space.
Reusing assets is common, for a situation where it's appropriate reusing them with a different texture set is perfectly acceptable.
"But in all these other games they had unique ones!"
Lets take WoW for example!
WoW has a very low detail threshold, each boss barely scrape 5-10MB in data overall, (assuming there's no voice-acting). For the most part these assets were simpler to produce as well, leaving the development teams more time overall to create other content.
TL;DR
Assets take a HUGE amount of time to create, for each department to finish its roll can sometimes take weeks to complete. The amount of work and effort that goes into creating the assets for FFXIV:ARR is astounding and something we take for granted a lot of the time, this is a very hefty MMO with a lot of assets, what they've achieved with the time they have and the stringent limitations they put in place, they should be commended not slandered.
Completely forgot about rigging (and that's something I do every week, dont know how I forgot...)Just to add to that, making a concept is a long process in itself. It goes through many iterations, quite a lot of quality control and must be checked with creative leads (who are incredibly finicky and rightfully-so). There's also rigging the game model to be ready for animation, which usually requires someone with specialised skills and a long time to produce (I used to work as a character rigger and animator) - needs to conform to internal standards for the animation team.
Last edited by Shioban; 02-10-2014 at 11:20 AM.
Just to add to that, making a concept is a long process in itself. It goes through many iterations, quite a lot of quality control and must be checked with creative leads (who are incredibly finicky and rightfully-so). There's also rigging the game model to be ready for animation, which usually requires someone with specialised skills and a long time to produce (I used to work as a character rigger and animator) - needs to conform to internal standards for the animation team.
"... and so I close, realizing that perhaps the ending has not yet been written."
If you think that this is recycled post, then so be it. It just means that there's really something wrong with it. Trolling attempt, failed.
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But seriously? An endgame boss has a similar attack animation with a low-dungeon boss? Wow, that's really creative on their end.
This picture... Is so accurate!!! I have never played a MMO (or a rpg game, period) where monsters weren't just recoloured with higher levels and different names as you got further in the game. The best you can hope for is weapon and armor variety which, honestly, most games recycle as well.
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