I'll break this into segments. Yay insomnia, allowing me to follow up my forum posts for once.
I know what my idea of an adventure is. I was asking what you guys who thought FFXI was such a true adventure would define it as, and gave some examples of possible explanations.
As far as the fame system, they have that in a lot of games, including the big W. In that game, after reaching exalted status NPCs would actually single you out and physically salute you--I think that's pretty cool and I'd like to see that here. I do think FFXI's system was better, however, specifically because in general you wouldn't have to do dailies for a month to max it out, but rather got maxed out fame almost completely by non-repeatable quests (with some annoying exceptions). It's an example of how difficulty =/= tedium.
I don't understand, do you not think other games gradually introduce the greater threat? TOR, WOW, Rift, they're not all about the big bad and the big storyline the second you start--you work on smaller, local stuff first and work your way up to that. FFXI does the same thing, but it's in no way unique. That said, it has to be at least alluded to fairly quickly, as most people make decisions on whether to stick with an MMO fairly soon. That's why free trials exist.Fast forward you do the missions which introduces you to the world and underlying issues you didn't know existed before (unlike most MMOs spells out everything for you the second you start the game) and you get thrown into having to actually explore places, learn your way around areas and even start seeing the tiny details that made the world of vana`diel seem like an actual living and breathing world.
As far as exploring, I'm all for that and the new maps in 2.0 will emphasize this, but there's a difference between that and fumbling around a zone like Yuhtunga Jungle because the map is completely inadequate. To say nothing of some of the idiotically time consuming ways you had to find maps for some zones. I will say that my sense of direction is not that great, but if I have to look at a 3rd party map site just to have some idea of where my party wants to meet up, I think something went wrong.
As far as map design, it was pretty good in large zones, but had the unfortunate and immersion breaking tendency to have 2 foot high insurmountable ledges bisect zones, making you take a much longer route. That's just using a cheap trick to make the zone seem bigger and it reflects poorly on the designers. I'm glad that the FFXIV team is taking a more realistic and smarter approach with the new maps being designed around jump. I also think they will put in more little details to make the world more alive. Having played a lot of games, though, FFXI had some details but not an especially huge amount for an MMO.
I played from 2004 to last year, thank you very much. And yeah, I enjoyed exploring in FFXI. I liked Vana'diel, and I loved the storylines of each expansion, and the different cutscene quests. I think there were some zones that perhaps were not as fleshed out as they should have been, but overall I loved the visual design. What I didn't like was not being able to walk through a lot of them at all since they were covered with super high level aggro. Talk about challenge all you like, but when a zone is completely deserted 2 months after an expansion launch like Arrapago Reef, something went wrong.People who said they played FFXI..did you actually play it? I bet a lot of people who said they did play it still didn't know the moon changed colors with the day or that the rolanberies in rolanberry fields changed colors with the seasons. Though some people hate seeing others enjoy themselves in a game they didn't, and will cite "nostalgia goggles" etc all because they prefer games like this.
But I guess I can't be right since I'm not in lockstep with what you consider a "true" FFXI player right? I think you may want to pay a visit to this page on TV Tropes to see how that sounds. I refer to rose tinted nostalgia goggles because getting down to brass tacks with the reasons people give, nostalgia is at the base of all of it. Having to spend 2 hours looking for a party plus 6 hours in a party plus an hour looking for a replacement in your party just to level up may legitimately be a good time to some people, but I know that I only tolerated it because it was a means to an end. Whatever you guys may want to think, people who actually like that kind of thing aren't numerous enough to support a big, mainstream MMO like this. This was never meant to be a niche MMO, and neither was FFXI--it just sort of ended up that way because of design decisions. Unlike FFXI though, XIV has a huge 250-350 man development team that requires mainstream success, and a director with the vision to see past the veil of SE and FFXI nostalgia to look at what the game really needs. Really, the entire Japanese game industry could learn from Yoshi-P.



Reply With Quote





