4Gamer:
But it seems the players have this impression that Guildleves are the primary content in FFXIV in the current version.
Yoshi-P:
Like I mentioned earlier, the concept of 'having things to do on your free time' isn't exactly wrong. What went wrong at start was that we tried to make Guildleves the focus of everything.
MMORPG players tend to pursue efficiency. Before, with it being so hard to start/join a Party, it wasn't really that effective to gain respective rewards from everything else except Guildleves. For example, had we introduced content that provided much better rewards than a single Guildleve would've probably meant a lot for the state of the game. Another alternative would've been the implementation of a string of quests, and by finishing their respective tasks and reading up on the lore they offered along the way would've not only made the game more enjoyable, but provide an alternate method for character growth. If we had done that from launch, the game probably wouldn't have been so Guildleve-focused as it is now.
4Gamer:
You have plans to address this issue?
Yoshi-P:
Of course. We plan on starting this revision from the moment you start the game. Right now, after you join up with your Adventurer guild you're then lead to do Guildleves and pretty much left all alone after that. Our objective with the new FFXIV is so when new players enter the Adventurer's guild for the first time, he/she will see "?" marks over every single NPC within the guild. By accepting and completing these quests these NPCs have to offer, not only will you familiarize yourself with how the game works, but also receive background information on Eorzea's history and future goals as a player. Doing all these quests will also provide you exp, so you can easily level up a few levels from doing those alone.
We also have plans to change the armory system so they won't be unlocked until a player hits level 10. What we therefore are asking new players to do is to raise their first selected class to level 10 by completing various quests, complete their respective class quests, then finally be allowed the freedom to change into other classes at will. You will also receive a single Mannequin at the same time you complete these quests, so you can dress up your Mannequin with the equipment you had until now and start leveling a new class with other equipments.
Once players reach that point, then they can go to the Guildleve counter and finally be treated as a member in the guild and be issued Guildleves they can then complete.
4Gamer:
That's a quite the classic RPG-like progress chart you have there.
Yoshi-P:
That's our aim and goal for the early game - we want this game to feel like an classic, old-school RPG rather than a MMORPG at the beginning while keeping the transition from an RPG to an MMORPG as natural as possible. What a new player will first do is solve the little problems members of your city-state would like solved, slowly understand how the game and system works, and of course follow though with the main story until about level 10. We're looking to adjust this so this takes about 7~8 hours to do, making early level-ups easy. Afterwards, several features will then be unlocked and you will be exposed to more things you can do with your character. Quests that involve exploring dungeons will also be implemented. And from there, perhaps you may even form your first party... that's the kind of flow we're trying to implement.
4Gamer:
So you're saying that during the early game, you gain levels through questing. In a way you can say's it's the exact opposite from how the current game is set up: you gain levels, and THEN you accept the main story quests.
Yoshi-P:
Yes. This is something I would liked changed in the current version of this game too, but if we try introduce such drastic changes in line with our current updates and services, it becomes difficult if only because of the severe workload associated with such changes. This is why we decided to wait until the new FFXIV to incorporate these changes. After all, most players who are currently playing this game are far past the early stages of the game.
But having said that, it's not like we're completely ignoring early game in our current version. We introduced UI tutorials in patch 1.19, and we will continue to introduce adjustments and changes in order for the players t better understand the story and gameplay features. We feel these steps are important in keeping new customers interesting with the current game, and we will continue to follow up with further improvements.
Take the hiring of retainers for example. As it stands now, you can hire an retainer immediately without a single explanation as to what they can do. If I had my way, I would make retainers an unlockable feature at level 10 after completing an associated quest. I feel this will make the players feel more attached to the retainers, as well. I would at least like to implement a full tutorial for retainers and what they can do in patch 1.20 and we're seeing if it can be done by then.