I'd say another factor keeping some people from playing was the insane system requirements. I had to spend like $200 in upgrades just to play it.
I'd say another factor keeping some people from playing was the insane system requirements. I had to spend like $200 in upgrades just to play it.
I wonder why it even matters anymore. What's the point? 1.0 is dead. 2.0 reigns supreme.
Because a few hipster 1.0 fans simply cannot move on from the past and let 1.0's corpse be buried.
Thus they endlessly regurgitate this same tired argument over and over again, in the hope that if they make enough noise, that Yoshi would come crawling back to a game that almost ruined SE, when they would be able to smirk smugly and say to everyone "I told you so! ARR was the terrible game! 1.0 was actually a great title run poorly and only we knew the truth!" Idiots.
I think we can all agree: 1.0 sucked because it was unfinished mess released too early. 2.0 sucks after playing it for a week or two when all the glam wears off.
Really? Cuz I've been playing it since closed beta phase 2 last year, and have loved it every day, guess the glam just hasn't worn off for me, oh, and the 12 people I've brought from other games I play to play this as well all love it as well. Hmm...
It failed for the simple reason of money. For various reasons, some you state were the cause, and some you say WERENT the cause, people didnt want to subscribe to the game.
The poor design of the game was a huge problem, it wasnt stable, lag was horrible, and there was no real direction other than 'not FFXI'. When it went up for alpha originally, the servers exploded and it was down for something like 3 weeks (I cant recall) but rather than extending testing/release to make up for that missed testing period, they went ahead and stayed on that schedule, and ignored a good portion of player feedback. It only started to become really enjoyable when Yoshi took over. Also, copy/pasted terrains were a HUGE complaint. La Noscea, Thanalan and Coerthas weren't so bad, but did you ever spend a significant amount of time in the Shroud? It was awful and certainly not wide open. Just endless narrow paths of the same terrain over and over.
It does so well now because, along with the new game features/systems/etc, the team working on it now has been very open about their plans, why they do or cant do something, and most importantly, LISTEN TO THE PLAYERS (despite what these forums seem to think)
Agree. 1.0 failed because it was an unfinished game.
The more I played 1.23 the more I like it,
I made a lot of friends in 1.x, community was wonderful
Game was hard, but hey that's why both the game & the community were wonderful,
players help each other,adventure together.had good memories.
2.0 was god in the first 2 weeks.
but after that, it's like a single player/ilv/dungeon coop game.
quests are dumbed down, no one wants to talk. no one wants to help each other(because game is so easy)
game is superficial,lonely....
I think 2.0 won't last long if it doesn't change the direction.
because there is no reason to pay a sub for a single player game.
I guess SE had fired some 1.0 developers, hire them back please.
they know how to make a real MMORPG, just need some time.
1.0 failed it's because it was rushed out, not because it's a bad game.
1.0->1.1x->1.23 the game became better & better.
2.0->2.1->2.2->2.25 game is going die,open world sucks big time, WOW formula just won't work
Last edited by WeiShan; 06-13-2014 at 06:41 AM.
SE did the right thing, but they overshot the mark just a little bit. Instead of "FFXI - Lite and Fancy!" we got "WoW Babbys First MMORPG."
1.0 was a flaming pile of poo but all indicators. But on a scale of 1 to ten for "hardcore-ness" if FFXI and 1.23 were 10s, and WoW was a 3, we should have gone to maybe a 5. Instead we're at about 2.5 and it does get rather dull with things being so simplistic.
The game itself is a bit like its own dungeon design. No real freedom of movement, just a series of straight paths with hurdles interspersed on it. A good dungeon (world) is a maze, where navigating and defeating the puzzle (exploring) is just as important as killing the mobs along the way.
From the fields of Planet Ragol and Vanadiel, conquering one new world at a time. Family transcending borders 2000-2014 and on - The Deneb 4 Crew / Knights of Deneb forever!
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