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  1. #1
    Player
    Azurymber's Avatar
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    Mar 2011
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    Gridania
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    1,677
    Character
    Azury Ariella
    World
    Balmung
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Rhomagus View Post
    There is plenty of content in the game in order to be immersed. The developers did implement these little things but the immersionists in this thread are unwilling to do the leg work in order to experience that.

    There's a frog near Phaia that only appears during rainstorms in the Black Shroud. A lot of people didn't even know little Ala Mhigo existed despite it being written on the map in Eorzean. There's a giant glowing mushroom monument in the Black Shroud. An NPC by the name Immodest Mouse says in the opening lines of his text: The ocean breathes salty.

    None of those little things would be experienced if the immersionist did not seek them out. Immerison is not a one way street nor should it be forced on players. This is even more true as the medium is more interactive. Less true for less interactive mediums but I've given an example in my post earlier of how even less interactive mediums utilized choice in order to add immersion.

    Isn't that the whole point of exploration. Forcing exploration on people defeats the merits of exploration in the first place.
    i like and support your thread for airship ideas, but part of an immersive world is doing things with random people. And if you make airships an instance, that can never really happen. By instancing everything and not creating open random content you force players into niche linkshells and make it difficult for a new player to fit in. When you have open content (selbina-mhuara ferry, moat carp fishing, etc) you create avenues to make friends and improve the game. Behests were a great idea, and have now been essentially ruined.

    and while i understand the argument for choice. A game that has failed needs to pull people in and GIVE them a reason to play. Presenting an open invitation for people to explore and choose how to experience a failed game won't work because they will just feel like they are exploring a dead world and playing a single player game and give up quickly for a game with an actual dynamic living world.
    (2)
    Mew!

  2. #2
    Player
    Rhomagus's Avatar
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    Mar 2011
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    Limsa Lominsa
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    1,076
    Character
    Rhomagus Asclepiot
    World
    Ragnarok
    Main Class
    Weaver Lv 51
    Quote Originally Posted by Azurymber View Post
    i like and support your thread for airship ideas, but part of an immersive world is doing things with random people. And if you make airships an instance, that can never really happen.This is objectively and verifiably false. I've done Toto-Rak with random people. I've done Dzemael Darkhold with random people. By instancing everything and not creating open random content you force players into niche linkshells and make it difficult for a new player to fit inNot all of the airship options are instanced nor instant. The proposal provides a wide variety of content choices.. When you have open content (selbina-mhuara ferryFishers on the fairy and immersionists can get together., moat carp fishingXIV has fishing., etc) you create avenues to make friends and improve the game. Behests were a great idea, and have now been essentially ruinedMy experience with behests pre 8 person party cap were. Attack, Attack Attack Attack Attack, heal, Attack Attack done. {Thanks for the party!}{Let's party again sometime!} It still continues on today even post 8 person party cap..

    and while i understand the argument for choice. A game that has failed needs to pull people in and GIVE them a reason to playOpening tutorials and clear cut storyline objectives can provide this. Restricting freedom does not and in most cases, as has been stated by others in this thread, forcing people to waste time only motivates them to utilize it otherwise. Either through making an AFK sammich, or playing a different game.. Presenting an open invitation for people to explore and choose how to experience a failed game won't work because they will just feel like they are exploring a dead world and playing a single player game and give up quickly for a game with an actual dynamic living worldRestricting a human's time by forcing arbitrary requirements that are not necessary are sure fire ways to get people to log off and then the game will truly be dead..
    You're conceptual content of a dynamic living world is present in offline games. My concept of a dynamic living world is focused on players and choice. XIV is focused on player choice.

    Yoshida is focused on player choice. I quoted it in the post I made earlier.

    Here it is again:

    Yoshida: So if you ask what makes FFXIV special, it’s that you can be by yourself, play in a small party, play in a big party, play any class, play differently on the weekends or weekdays, the community size, and the way parties are going that day…. It doesn’t matter because there is so much you can choose from. The job system will be added which just means you could also team up with your friends and enjoy playing as certain jobs. I think all of that is what will make FFXIV different.
    He seems to always take the words out of my mouth.
    (2)