This is why Japanese developers are falling behind. Making a game simple is not going to make it better. Chess is probably the best example of a game that follows the "Easy to learn, Hard to master" that I feel every game should follow. Several games franchises that come to mind are Demon/Dark Souls, Street Fighter and Smash Bros. to name a few. Here are examples of games that easy to understand (maybe not so much for the Souls series since its aimed at hardcore/true-gamers) but difficult to fully master.
As for FFXIV keeping things simple is only a cover up for their very poorly implemented class/job quests that are all really just fetch and trigger event battle, quests. If SE took more time in some of these quests like explaining rotations or even how to use moves properly then new gamers will be more informed and thus more attune to their class and ultimately more comfortable in harder content.
Examples of quests I would do if I was in charge:
Marauder (level 15): Upon learning "Tomahawk" the player will be sent out to the farms in Lower La Noscea where s/he must help the farmers keep the Mandragoras away from the vegetables. However the player cannot enter the fields and must stay behind the fence to avoid stepping on the delicate patches so the must resort to using "Tomahawk" to grab the Mandragoras and keep them away from their targets. This teaches the player that "Tomahawk" can be used to grab aggro from a distance and also teaches them the range of Tomahawk while being fun and playful.
Lancer (level 26): Upon learning "Full Thrust" the player must talk to Godbert who will require your help in breaking some stones to help "feug sheui" his surrounding landscape. This, however, will require you to know the basic rotation TT > VT > FT and will require you to always keep up the Heavy Thrust buff to keep up the damage to break the stones. He will then join you half way an proceed to challenge you to a contest to see who finishes first. So in addition to the normal rotation you must now include "Leg Sweep" for extra damage. This teaches the player to always start with Heavy Thrust and reinforces one of the rotations that a LNC will need to know when s/he changes to a DRG. There will be another quest against him at 50 that utilizes both rotations along with cd's but not the exact "perfect" rotation described in the DPS section of the forums as that is a bit complicated for normal gamers.
These quests are examples of small QoL changes that should be made that allows a player to fully understand their class while still being fun and informative and not the usual go here/there, trigger event, enter battle, turn in quest. Quests like these solidify the importance of the skills they have on their class and their uses. SE please take note.
TL;DR, flesh out your class/job quests more and dont reduce them to simple fetch quests then players can feel more comfortable with their class since they understand how it works and plays and will in-turn proceed to harder content to test what they learned.


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