
Originally Posted by
JDR388
Ok so here is a response you didn't anticipate then. One that bears more on the accessibility side of FFXIV then on the game design side. It's no secret that SE brass and Yoshi P are both trying to engineer this game to be a competitive mass market, current gen MMO. Such an endeavor requires the game to be acessable from the get go. Systems should be introduced slowly, with game altering, weighted decisions to come at the end of one's journey rather then at its onset. The system as currently implemented asks all brand new players to realize a complete critical analysis of their chosen class at level 10 in order to be free of making a potentially irreversible mistake. Let me write that again just for rhetorical gravitas. Not maximum level - not halfway through, level 10; arguably 4-6 hours after first picking up the game. If players fail to achieve critical awareness of their class by this point, if they fail to become fully literate with the entire stat point system, then they run the risk of making egregious errors that, so long as the resources to change them remain finite, may fatally wound all future endeavors they make with that class.
While you might argue that players have a responsibility to inform themselves, the reality is that a significant margin of the modern potential player-base would not have the desire or the fortitude to do so. Ultimately this game exists to make money for SE, for SE the best way to do this is to make the most attractive, profitable game that they can without sacrificing the values that they hold as a company (knowing SE these are probably a high focus on narrative, immersion, and graphical fidelity). The more successful the game is at doing this, the more developed it becomes, the more resources get funneled back into it. If FFXIV fails to create a modern advancement system that rewards player experimentation without creating an irreversible conflict point (with finite reallocation being said conflict point) then it will have a harder time gaining market share in a highly competitive space, it will have a harder time getting new players engaged with their characters, and it will have a much harder time retaining a burgeoning player-base in 2.0.
I really want all these things to happen. I want FFXIV to be successful because I have invested my time into it and into relationships that I have formed within it. Perhaps this may seem a dramatic conclusion to draw form something as simple as stat allocation, but as it stands it is one of only two mechanisms in the game that rely on player input (the other being selecting abilities from other classes) and as such plays a pivotal role in how we come to relate our characters, and through them, the game itself.
Perhaps I am getting to heavily into game design theory. In my last post I opened with the line that I am not one for melodrama and now I've gotten it all over my new shirt. I'll retire for now.