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  1. #31
    Player
    Hachi-Roku's Avatar
    Join Date
    Oct 2011
    Location
    Limsa Lominsa
    Posts
    123
    Character
    Isilgeim Ahtsaeswyn
    World
    Excalibur
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Zyph View Post
    I'm hoping that with the zone redesign that the open world becomes much more interesting, with unique zone music for each area, new sights to see, etc.

    Also no unnecessary parts of the zone. Look at this map:


    Why would anyone want to go to these areas on their own? There's no reason to except for maybe like a quest or two.
    Shows how little you know about the area. One of those is a great farming spot.
    (1)

  2. #32
    Player
    Gramul's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    5,203
    Character
    Eisen Gramul
    World
    Hyperion
    Main Class
    Blacksmith Lv 90
    Quote Originally Posted by Hachi-Roku View Post
    Shows how little you know about the area. One of those is a great farming spot.
    The point being that there's a lot of needless repeated s p a c e that in spite of being large, makes the game feel really really small by virtue of it being the same stuff I see miles away on the other end of one of the 5 zones.
    (3)

  3. #33
    Player
    Hachi-Roku's Avatar
    Join Date
    Oct 2011
    Location
    Limsa Lominsa
    Posts
    123
    Character
    Isilgeim Ahtsaeswyn
    World
    Excalibur
    Main Class
    Marauder Lv 60
    My point is that the extra space there isn't needless. That some areas, while unneccssary for a quest, can have purpose in other ways.

    I can concede the argument that since there aren't stark atmospheric changes between camps within the same zones, that areas can feel same-y, and that if you try and describe them all you end up with a shorter list than you expected. A lot of regions in the real world look very much the same, and you'd have to travel a fair bit to see variance. I accept that XIV's geography, aside from bottleneck roads (technical limitation) and the Black Shroud (miserable), is going to look largely the same because the smaller 'sub areas' that would normally take up something like two or three maps in XI are simply merged into one larger near-seamless one.
    (2)

  4. #34
    Player
    Teakwood's Avatar
    Join Date
    Oct 2011
    Posts
    589
    Character
    Vai Greystone
    World
    Zalera
    Main Class
    Arcanist Lv 90
    If Cutter's Cry were open world, you'd need a claimbot to get any of the good stuff from it, just like FFXI HNM and even sometimes NM hunting became the Game of Who Has the Better Claimbot.

    Compelling gameplay! Exciting choices! Modern design!

    Also, Twelve take the upper-right little wodge of Western Thanalan; I constantly have to aggro dodge Amal'jaa on Miner there. ;~;
    (1)
    7UP!


  5. #35
    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 Alfortis View Post
    -Awesome Post That Hopefully Describes SE's Design Approach for 2.0's Zones
    If I could give 10 Likes to your post, I would. Spectacular piece of writing.

    This is something I've found myself talking about to people as well, explaining what it is/was about FFXI's world design that made it feel so much more believable and "real" than most any other MMO out there I've played. Among other reasons (a sense of history, each with its own "personality", etc), the way they're designed to provide content across several level ranges, and how the mob levels (and other design elements - such as 3 Mage gate in the Ruins) keep parts of the map off-limits are key to what made XI's world so outstanding. Some area that was just beyond reach "for now"; a reason to return to it later.

    It's awesome reading similar things to what I've said many times being spoken by someone else. It's also heartening to know that I now know of at least one other person who pays that much attention to such things as the nuances of world design while playing something lol.

    I'm also an aspiring game designer and am, in fact, in the pre-production and prototyping stage of working on a game project. SE's approach to world design in FFXI is the cornerstone of how I'm approaching it in my own project. It plays into a sort of "pet theory" of mine on world design in games in general, but MMOs in particular.

    Basically, I find MMOs fall into one of two general categories, one being "world-centric design" and the other being "game-centric design". There are many examples and illustrations I could give between the two, but in a nutshell, with game-centric design, the world exists "for you", while in world-centric design, the world exists "despite you". FFXI (and other MMOs like Lineage 2 (pre GoD) and Asheron's Call 2 (RIP)) were very much world-centric designs. Other MMOs like WoW, TERA and such are much more game-centric in their designs.

    To give a simple illustrative example, consider the OP's description of the Ruins in Sarutabaruta, about how you go farther and farther in and find that the mob levels keep increasing, but that there's also ever-more to discover in there - going as far as Toraimorai Canal and Full Moon Fountain when you get to the core. That's an example of a world-design where the world exists despite you, as the player. That dungeon isn't there merely as a leveling mechanism, or the focus of a series of quests from a specific quest hub. It exists because it's a part of Vana'diel, with a history, an identity and an ecology all its own. It's there because it's there, and that aspect of it helps to give the world much more believability and authenticity, in my opinion. You'll have reasons to go in there at level 10, and you'll have reasons to go in there at level 70+. It never becomes obsolete. You never "out-level" it. The same can be said of many other areas across Vana'diel.

    Now let's look at the other side, game-centric design. Let's take WoW as an example. You start off in, say, Teldrassil as a Night Elf. You start off in a smallish quest-hub area. Everything in that little closed-off corner of the map exists "for you". Every mob, nook, cranny and cave has a quest associated with it. And when you've exhausted all the quests? You're pushed on down the road to the next quest hub. You will never need to go back to that starting area. There's nothing more there for you. There are no higher level, tougher enemies lying in wait in some corner of the map, or a dungeon that you couldn't get to because your level was too low. Other than for personal reasons, or perhaps an "exploration achievement", it's obsolete.

    So now you're in this new little quest hub, where everything in the surrounding area, once again, exists "for you". Every mob, nook, cranny and cave is tied in to some quest you're going to receive from a NPC in that hub. And once you're done? You're moved on down the road to the next quest hub, and this one becomes obsolete.

    And so on, and so on and so on, right on up the line.

    Progress in WoW and its ilk seldom has a rearview mirror, nor does it have a reverse gear. You are pushed ever forward, leaving in your wake a growing series of out-leveled and obsolesced content - entire zones worth. The world holds no fascination or meaning because you're continuously pushed right through it. Locations hold no magic or memory because they're merely quest hubs, one of dozens you'll be guided through on the way to level cap. Every area and its associated quest hub is contrived and designed "for you", with the sole purpose of "helping you level up". Rather than adventuring through a persisting world of which you're a part, you're just a tourist passing through.

    That's an example of game-centric design and it's the complete opposite of the approach SE took with FFXI.

    So, I'm with ya, OP, on this. I hope SE brought some of that world-design magic to 2.0 that they had in XI.
    (14)
    Last edited by Preypacer; 05-16-2012 at 08:50 PM. Reason: fixed a stupid typo

  6. #36
    Player
    indira's Avatar
    Join Date
    Mar 2011
    Posts
    2,376
    Character
    Indira Cliodhna
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    OPEN world lets you play at your own pace while having fun, when you instance thing to a party its sucks your forced to do the same thing each run and nothing changes there no variables to change the way you have to play.

    like crawlers next in FFXI nice big open cave with all kinds of nooks and crannys has coffers different level mob,NM's and even a HNM in the far entrance, even has a secret room inside. i miss this kinda stuff that let you explore and see other people running around or fighting stuff while your doing your thing.

    Now looks look at the other side, game-centric design. Let's take WoW as an example. You start off in, say, Teldrassil as a Night Elf. You start off in a smallish quest-hub area. Everything in that little closed-off corner of the map exists "for you". Every mob, nook, cranny and cave has a quest associated with it. And when you've exhausted all the quests? You're pushed on down the road to the next quest hub. You will never need to go back to that starting area. There's nothing more there for you. There are no higher level, tougher enemies lying in wait in some corner of the map, or a dungeon that you couldn't get to because your level was too low. Other than for personal reasons, or perhaps an "exploration achievement", it's obsolete. So now you're in this new little quest hub, where everything in the surrounding area, once again, exists "for you". Every mob, nook, cranny and cave is tied in to some quest you're going to receive from a NPC in that hub. And once you're done? You're moved on down the road to the next quest hub, and this one becomes obsolete.
    yup, thats killing mmo's if you can really call them that anymore. WoW destroyed the Genre turned them to Multiplayer Online games and trashed the Massive part of it.
    (5)
    Last edited by indira; 05-16-2012 at 01:50 PM.

  7. #37
    Player

    Join Date
    Mar 2011
    Posts
    10
    i hope the content of final fantasy xiv equals final fantasy xi in the 2.0, for me now content final fantasy xiv is very bad, please SE change soon content
    (3)

  8. #38
    Player
    Renshi's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,538
    Character
    Renshi Hyatsuki
    World
    Phoenix
    Main Class
    Marauder Lv 70
    I think that what the game needs is one or more L35, L25 and L15 non/instanced dungeons. Last time I asked somebody in the linkshell what they were doing was "Mindlessly killing diremites at L35". Hopefully in the future we'll see more ways to enjoy leveling up without mindlessly killing monsters repeatedly.
    (1)

  9. #39
    Player
    Seif's Avatar
    Join Date
    Mar 2011
    Posts
    2,706
    Character
    Seif Dincht
    World
    Balmung
    Main Class
    Marauder Lv 72
    Quote Originally Posted by Hachi-Roku View Post
    I call BS, Bastok was never fun.
    Originally Posted by MoonKeeperr View Post
    i agree also, i remember my first day in FFXI i was so overtaken by how the sky looked and there was birds flying, and my first trip to Bastok at a lower level was fun.
    (1)

  10. #40
    Player
    Vingtdeux's Avatar
    Join Date
    May 2011
    Posts
    174
    Character
    Boule Depoil
    World
    Balmung
    Main Class
    Archer Lv 50
    Didnt' expect to find such a quality thread when I clicked on it, +1 to you sir.
    (0)

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