This game's issues come down to design and general lack of polish. The latter more-so than the former.
It's also the first game ever to attempt something like this. hey, maybe there's a correlation!
What is the point of this? And what does it have to do with FFXIV? Horrible design and bugs aren't the same thing. MMOs are not single player games and vice versa.
I just don't..
Just because you're building a mansion doesn't mean you can't take advice from someone building a 1-story house.
They vary in size but elements can be taken from both to improve the other.
The interview was mostly about how they are/have created the game the
single/multiplayer who-rah is null and void.
But, ending thread just because it is a far reach to relate.
Just in my opinion, Bethseda seems to have a good foundation.
Japan vs United States
This is the vibe I'm getting from this thread.
I think this might have been SE's stance on it too but as they peeled away the layers they saw the core was rotten which might have changed there thought process on how to go about updating/changing the system. As soon as they came to the conclusion that a new core was needed the fixes were always going to be slow. Hopefully (crosses fingers) once the bulk of the major changes are done so lets say 1.18 / 1.19 / 1.20 they might start releasing things faster.one of the big issues is, if you want to start with a super rough game and form it to perfection you have to you know actually make big fixes and changes in fast time periods. I dunno whats going on, but this is one of the slowest bug fix/development cycles i ve seen in a long time.
Then again this is SE so anything could happen.
Judging by the state this game is in, and all the feedback and experience they had with XI, I respectfully believe they need all the help they can get. Especially if they want to salvage this game. Don't get me wrong. I do enjoy XIV as much as the next forum poster, but compare it to virtually any other MMO out, even free ones, and the differences in nearly everything save graphics are alarming.
if SE decided to build a game based on FFXI's foundation or some type of WoW-esce MMORPG, we wouldn't be having this conversation.
they decided to break the mold and do everything that was different from previous MMOs out there today and added with the fact that they released way too early is the reason why it is in this current state.
i believe that it should be the other way around and Bethseda should learn from SE on what to do and what NOT to do when releasing an MMO or any game for that matter. anything that Bethseda is going through i can guarantee SE has been through it before. releasing a unfinished MMO and turning it around into a profitable game, look at FFXI. nothing bethseda can tell SE that SE doesn't know already
Without knowing a lot more, it might be hard to say why this game turned out how it did, but there is something I think is important:
In a sense I agree with what they are doing here, but only in a sense. I think part of the fundamental problem of FF14 is they didn't go through enough iterations early enough, or if they did, they weren't willing to give up the unfavorable ideas for the iterative process to work well.We have one for the studio. Our motto is "Great games are played, not made," meaning you can spend a lot of time on paper coming up with great ideas, then as soon as you put it in the game, you're like, "I was thinking wrong." So we try to just bullet point things on paper, then get it in the game, play the game, and get ready to throw your ideas out.
With Skyrim, the dragon's design was a one-pager. "Those are gonna work." A couple bullet points was what we were going for. One of our other rules is "define the experience." With dragons, it was more about defining the experience we wanted to have as opposed to "here is the feature set and technical design, etc. etc."
When it comes to game features, we are more about iteration. The only area we're document-heavy in is the content of the world. We have to be, with all the people, quests, items. We're very document-heavy and we have a really slick wiki at work, and have an interactive map and you can see who's building what today.
But when it comes to game features -- the more time you spend on paper, the more incorrect assumptions you're making, and it's just going to pile up on you.
However Bethseda's lack of planning also hurts their designs as well.
Now if I wanted to sum up my estimation of what when wrong it would be this, they say if it ain't broke don't fix it and if it is broke it's not worth fixing, well I think SE might have tried to reinvent the wheel (which isn't broken) while trying to fix broken ideas that needed replacing.
Example, they got rid of a tried and true AH and put in a broken market wards system. Then they had to fix the system. They still probably need to fix it a few times again.
No one expects the miquote inquisition!!!
FO3 And TES are some of the bigger rpgs. As in 100+ hours of play unlike most ff games which are 30-60 hours. So bugs are expected with how much stuff. Plus most of the bugs are hilarious. Who effin cares though. As long as the bug don't kill you. Just watch laugh continue. These games are fun no matter. These games do have a large fan base, just by word of mouth. Which is hoe TSE first got popular. Todd Howard been involed since the first. And TSE was never really ment to be an rpg arena (the first) was gonna be a fighting style arena game. Where you fight combatent for various reasons. But they added rpg elements and went from there. Look past the bugs and the games is very fun.
I've seen all kinds of crazy in oblivion, like street riots, a guy getting assassinated,You tend to find something new each game file.
I think SE can take a page out these guys. Like work on 1 game at a time. Build and play the game how you like it and enjoy it.
You guys put too much into vanity in games.
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