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  1. #1
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Penthea View Post
    Considering all the story planning, dialogue scripts, character designs, voice actors, music, zone designs, cutscenes and quests the msq has, it is clear that SE spend a great deal of money and time on it. It is the driving force behind everything we do in the game, so it can easily be argued that it's the most expensive content the game has. You're kidding yourself if you think SE are ever going to make it completely optional.
    its definitely not, also, you are thinking somethings designed for the base game are done for msq.
    char design, zone design, music are designed for the base game, dungeons, raids, fates, world maps, cities, network, servers, duty finder, etc.


    msq is by far a lower cost, and mostly uses assets from the rest of the game.

    and it doesnt matter.

    if i make a comic book, and some wants to pay me because they only enjoy my art, you think i would refuse them. If they like to read the last page first, you think i will deny their money?

    this is an mmo, it has many facets, and msq is just one part of it.
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    Last edited by Physic; 05-08-2019 at 06:58 PM.

  2. #2
    Player
    Penthea's Avatar
    Join Date
    May 2014
    Location
    Gridania
    Posts
    3,664
    Character
    Nettle Creidne
    World
    Moogle
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Physic View Post
    its definitely not, also, you are thinking somethings designed for the base game are done for msq.
    char design, zone design, music are designed for the base game, dungeons, raids, fates, world maps, cities, network, servers, duty finder, etc..
    ...you seriously do not realise that cities, zones and dungeons look the way they do because of the story the msq has? You don't think that the music is composed to specifically compliment these areas? You think the races we play are disconnected from the story?

    You think that people make all this content and then warp the msq to fit all around it?

    What? xD

    Just so you know Yoshida himself said that he knows how the story is going to go several expansions from now. Now unless you're going to start arguing that the dev and art teams are making content several expansions in advance, especially when we know they're not even finished making ShB (considering viera and hrothgar will have invisible headgear at launch due to adjusting gear for them being unfinished)...I think it's safe to say the story comes first most of the time.

    Wow.
    (2)
    Last edited by Penthea; 05-08-2019 at 07:10 PM.

  3. #3
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Penthea View Post
    ...you seriously do not realise that cities, zones and dungeons look the way they do because of the story the msq has? You don't think that the music is composed to specifically compliment these areas? You think the races we play are disconnected from the story?

    You think that people make all this content and then warp the msq to fit all around it?

    What? xD

    Just so you know Yoshida himself said that he knows how the story is going to go several expansions from now. Now unless you're going to start arguing that the dev and art teams are making content several expansions in advance, especially when we know they're not even finished making ShB (considering viera and hrothgar will have invisible headgear at launch due to adjusting gear for them being unfinished)...I think it's safe to say the story comes first most of the time.

    Wow.
    the zones and cities and charachter designs were created in this game before the msq. in fact the story totally changed directions between 1.0 and 2.0. I'm not even sure Yoshida was on the development team for the game initially.

    so many of these visuals, music, much of the lore, many of the charachters were all created before the main narrative.


    The game's story, primarily written by Sato, was based around a central narrative complemented by side-stories. The setting and gameplay were decided upon before Sato was brought on board,

    At the beginning of development, the team created a detailed profile of Hydaelyn, including its relation with other planets, ecosystems, climate, and geography. This was done to promote a sense of realism. Alongside creating a seamless travel experience for players, careful work was put into the topography and varied lighting of environments so they would not seem repetitive. After the environment was created, the architectural, cultural and religious elements of the world were incorporated into the environment. City and machine designs mixed metallic and natural materials to create a combined sense of wonder and familiarity for players.[17] The game's five playable races were directly based on the five initial races from Final Fantasy XI, with design adjustments to reflect the new setting. The developers also created two different tribes, as opposed to the single tribe set-up present in XI. Characters' movements were primarily developed using motion capture, though the recorded movements were then adjusted so they would be sharp and distinctive. Much work was invested in creating emotes, character movements chosen by the player to represent a specific mood or emotion previously used in XI. To create realistic expressions, a character artist manually adjusted the faces for each expression.[12] For the monsters, advances in hardware enabled the team to create more realistic and detailed character models, including detailed skin textures and carefully placed hair follicles.[18]
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    Last edited by Physic; 05-08-2019 at 07:27 PM.