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  1. #11
    Player
    Welsper59's Avatar
    Join Date
    Mar 2012
    Posts
    2,427
    Character
    Eros Maxima
    World
    Leviathan
    Main Class
    Archer Lv 60
    Quote Originally Posted by Zfz View Post
    In the past MMORPGs used to test reflexes and end-game content, but as accessibility becomes a top priority, these kind of encounters have taken a back seat with strictly scripted encounters being the norm. That's just what will attract more people: encounters with a guarantee of success as long as you learn the fight beforehand.

    The difficulty of fights in FFXIV:ARR are based on execution only, that's just the direction the game has taken. Scripted fights also allow more freedom in designing gimmicks that make it possible for fights to be more than just dodging things and doing your rotation. It provides a uniform experience across all players and all instances of the fight.

    It's hard to say which is better if it means anything at all. The two types of fights require different types of abilities. And execution abilities happen to be the type more people are comfortable with. If you have ever enjoyed a movie, there's no reason you can't enjoy scripted fights. It just requires taking a fresh look at things and embracing it.
    Honestly, it's the scripted fights that tend to be the better of the two. Dynamic isn't always good, afterall. Would it be difficult if T9 randomized everything about it? Meteor drops during Golems, Golems again immediately after first set spawns, 3rd drop version Heavensfall during divebombs, etc. Most definitely it'd be difficult, if not impossible. WoD is a very good example of scripted fights at the right pace, when it comes to accessible content, in particular Cerberus and Cloud of Darkness... heck, even the first boss. Keep players busy with a good amount of mechanics that require attention away from simply targeting the boss as you move to DPS it.

    The older MMORPGs requirement of reflexes is not much different than what it is now. In most cases, those reflexes simply centered around being sure to stun/silence/etc some raid killer mechanic that could happen at any moment. They were designed, as such, that you would often have players dedicated to this mechanic and NOT to dps/heal/tank something. It really didn't do much besides that that would be unique, in and of itself. If anything, it just re-solidified the idea of the Support role, which is something I really do miss from old MMORPGs. Not a dedicated DPS, not a dedicated healer, most likely not even remotely a tank, but rather someone that made everyone else better at what they do (your output was reflected through others, and thus was greatly appreciated by everyone around). Support roles helped ease learning mechanics because of the fact it was a role dedicated to paying attention. But that's another topic entirely.
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    Last edited by Welsper59; 04-10-2015 at 06:00 AM.