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  1. #1
    Player
    Preypacer's Avatar
    Join Date
    May 2011
    Location
    Gridania of course!
    Posts
    1,163
    Character
    Perrina Avolara
    World
    Coeurl
    Main Class
    Archer Lv 21

    Area design between 2.0 and 3.0, and going into 4.0...

    So, this is a bit different of a topic,but it's something I'm personally really geeky about... environment/zone design in games.

    While I find HW's areas to be really impressive in terms of feeling really "grand" and open, I feel like they're not quite so interesting or detailed as the 2.0 zones are.

    I'm guessing the size of 3.0's zones (so far) contribute to why they're designed as they are, with a lot of re-use of large and easily recognizable pieces. However, I think something was lost in terms of detail and variety. What they have in scale, they seem to lack in other aspects, and I find, with the exception of some specific locations, they became less interesting to explore as I spent more time in them.

    They also feel a bit more "rushed" in some spots - specifically the Hinterlands, where there is some really sloppy texturing work (I'm talking some *serious* tiling artifacts), especially along certain cliffs and ground areas. There's also very repetitive use of the same assets in a very small area. It stands out as it is, but compared to the level of quality in the 2.0 areas, it's really apparent.

    Mind you, I'm talking open world areas here. The dungeons in HW are stunning. Gorgeous. I've nothing but good to say about anything I've seen so far there. The shots we've seen of the Void Ark looks equally amazing.

    This difference in detail/quality really struck me since I finished HW's story line (at least pre-3.1). Rather than jump into the HW end-game, I've gone back to the old zones to level other jobs, and work on other things. So, I'm spending a lot of time in those areas and I'm finding that even over time, after 2 years, these areas still continue to impress me. I'll still stop and just look around at areas I've been through dozens of times, with no less awe at what SE's environment artists created. The attention paid to even the smallest details, the creativity and the variety in them - even within a single zone is just so well crafted. The texturing work is impeccable. Everything just works together, cohesively.

    While I hop on a mount (ground or air) to get somewhere in HW areas with little interest in the surrounding environment, I find myself running on foot to places in the 2.0 zones, just because they're still so awesome to look at and explore.

    I'm not saying the HW areas are terrible. They're still quite nice to look at, for the most part, and there are some really neat looking locations. I'm just saying that, aside from their size, in every other way, I feel they're subpar, overall, compared to the 2.0 areas.

    I have a feeling the size of the areas, and the challenges that presents in terms of resource management/streaming, as well as filling areas so large with a lot of interesting things at the same level of detail is extremely difficult. The designers may well have not had the time to put the same amount of detail into them. It's certainly not a case of their designers lacking the talent.

    So.. I guess, for me, going forward, I think I'd prefer to see areas that are smaller - maybe halfway between HW and 2.0 size; with a mix of wide open areas as in HW, but with variety and attention to detail closer to what we see in 2.0's areas.
    (7)
    Last edited by Preypacer; 09-20-2015 at 03:52 AM.

  2. #2
    Player
    Cinicus's Avatar
    Join Date
    Aug 2013
    Posts
    132
    Character
    Cinicus Tron
    World
    Brynhildr
    Main Class
    Gladiator Lv 60
    I think everything in 3.0+ feels "rushed". Its still good but much less time seems to be spent and much less love...maybe they need a bigger dev team to properly handle making more game content. But unfortunately with big companies its all about profit and as so FF14 will continue to feel "rushed" with all new content.
    (6)
    Last edited by Cinicus; 09-20-2015 at 08:02 AM.

  3. #3
    Player

    Join Date
    May 2015
    Posts
    157
    What really annoys me is that they placed Alexander in what would have been easily the most beautiful space on the game.
    (13)

  4. #4
    Player
    RozaB's Avatar
    Join Date
    Sep 2015
    Posts
    18
    Character
    Roza Blade
    World
    Sargatanas
    Main Class
    Arcanist Lv 25
    Look at 1.0 for copy paste game design lol

    That being said, I feel like they really pushed it on the wow factor for 2.0 because they were trying to revive a total failure and needed that to draw people in. Now, it's a success and they dialed it back a bit so (hopefully) after they're vacation they can really bring they're A game to content releases vs just the pretty zones.
    (0)

  5. #5
    Player
    Preypacer's Avatar
    Join Date
    May 2011
    Location
    Gridania of course!
    Posts
    1,163
    Character
    Perrina Avolara
    World
    Coeurl
    Main Class
    Archer Lv 21
    Quote Originally Posted by RozaB View Post
    Look at 1.0 for copy paste game design lol

    That being said, I feel like they really pushed it on the wow factor for 2.0 because they were trying to revive a total failure and needed that to draw people in. Now, it's a success and they dialed it back a bit so (hopefully) after they're vacation they can really bring they're A game to content releases vs just the pretty zones.
    Yeah, I don't think anyone will argue that 1.0's environment design was all kinds of bad. From early on in the alpha/beta releases, I was getting that impression, but wasn't sure if it was just me being unfamiliar, etc. Then the famous "copy pasta" video came out, and I thought "Okay... I'm not crazy"

    Thing is, all games re-use assets. In the best cases, they're used/reused creatively so you can never easily tell they're being reused. 2.0 pulls this off very well in its zones. HW, they got kinda lazy/sloppy with it, and it's very apparent in some spots.

    The tireless explorer/environment geek in me just hopes they take more time with future areas and bring them closer to the level of the 2.0 zones.
    (0)
    Last edited by Preypacer; 09-20-2015 at 04:48 AM.

  6. #6
    Player
    Ksenia's Avatar
    Join Date
    Oct 2011
    Location
    Ul'dah
    Posts
    1,100
    Character
    Ksenia Solo
    World
    Sargatanas
    Main Class
    Weaver Lv 100
    HeavensWard: How to train your Dragon 3.0?
    (1)
    http://na.finalfantasyxiv.com/lodestone/character/1445972/

  7. #7
    Player
    StrejdaTom's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    1,678
    Character
    T'aretha Tyaka
    World
    Ragnarok
    Main Class
    Bard Lv 70
    Yeah, I never jumped on the "give us bigger locations" train and I guess that after 3.X it would be better to return to smaller and more detailed locations with NPCs chitchatting and stuff..
    (3)

  8. #8
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,548
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 90
    Quote Originally Posted by StrejdaTom View Post
    Yeah, I never jumped on the "give us bigger locations" train and I guess that after 3.X it would be better to return to smaller and more detailed locations with NPCs chitchatting and stuff..
    Well it depends on how the zones are designed, a game world can "feel" big without actually being that big. Best example I can come up with for a game like that is the overworld for Shadow of the Colossus, if you've played it, the game world feels huge but it really doesn't take long to travel from one end to the other, but the way the graphics and the skyboxes are done it certainly "feels" like a huge sweeping world.
    (1)

  9. #9
    Player
    Riardon's Avatar
    Join Date
    Nov 2013
    Posts
    1,333
    Character
    Leowald Chestwood
    World
    Twintania
    Main Class
    Dark Knight Lv 80
    The areas designed to be that huge in order to house and justify one of the key elements and one of the most advertised feature, Flying. That's the reason we got that huge areas. SE decided to go with the safe route in budget with FFXIV ARR after 1.0 huge flop. They lost crazy amount of money and they decided to scale down the game. This is why on some elements game got degraded in comparison with 1.0. For example graphics. While lighting and shadows are improved texture resolution and quality along with grass and plants look so cheap and 2004ish. Bushes are 2-3 cards and textures are horrible when you look at them for a relatively close proximity like in cutscenes. Still game looks better but it's obvious they do everything with limited personnel and budget. They already explained and admitted that. Dev team is focused on frequently patching the game with fresh content in order to keep players and attract more.
    (1)

  10. #10
    Player
    Arkann's Avatar
    Join Date
    Dec 2013
    Location
    Limsa Lominsa
    Posts
    127
    Character
    Yosuke Hanamura
    World
    Moogle
    Main Class
    Arcanist Lv 60
    I don't have any source to back my claim, but I seem to remember that Yoshida said the developpers left unused space in the new zones in anticipation for the next patches (I think he said that in the stream where he introduced the new job abilities).

    Some zones do look a little bland now that I can fly, especially the Hinterlands and the Sea of Clouds, but otherwise it doesn't bother me that much.
    (3)

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