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  1. #1
    Player
    SeverianLyonesse's Avatar
    Join Date
    Aug 2021
    Posts
    735
    Character
    Severian Lyonesse
    World
    Sargatanas
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by sharknado View Post
    This game is all about making your own fun. If people really wanted "exploration" it would come up more often, including question/answers time during live letters and the likely some content would be created. That's how Island Sanctuaries started. As there is only sightseeing log it seems there isn't much interest in this... and it's a one-off content. Repeatable tasks as those listed in previous posts work much better at having people in the zones.
    Then I will plan on complaining about it more. I think the environmental design has been one of XIV's weakest aspects since Heavensward. EW's zones were literally five large circular bowls...and Thavnair. And part of that is ruined by flight which allows the player to quickly escape the denser ground level, but the earlier zones have a combination of denser level design and a lower flight ceiling that encourages a more immersive feel to the environment. And even comparing the earlier zones to stuff in say GW2 just isn't as richly designed.

    I can say the same thing about dungeons and raids as well. Very sparse, linear experiences running through very beautiful backdrops. Everything is designed to look stunning in panorama, but generally lacking a degree of fineness that makes your immediate surroundings feel distinct/discrete/intimate.
    (1)

  2. #2
    Player
    EgilTheStressedMage's Avatar
    Join Date
    Mar 2020
    Posts
    556
    Character
    Egil Vairemont
    World
    Jenova
    Main Class
    Black Mage Lv 90
    This Zenos yae Galvus rper is really committed.
    (2)

  3. #3
    Player
    Jin-'s Avatar
    Join Date
    Jan 2015
    Location
    Limsa
    Posts
    1,236
    Character
    Jin Wa
    World
    Odin
    Main Class
    Sage Lv 90
    Quote Originally Posted by SeverianLyonesse View Post
    Then I will plan on complaining about it more. I think the environmental design has been one of XIV's weakest aspects since Heavensward. EW's zones were literally five large circular bowls...and Thavnair. And part of that is ruined by flight which allows the player to quickly escape the denser ground level, but the earlier zones have a combination of denser level design and a lower flight ceiling that encourages a more immersive feel to the environment. And even comparing the earlier zones to stuff in say GW2 just isn't as richly designed.

    I can say the same thing about dungeons and raids as well. Very sparse, linear experiences running through very beautiful backdrops. Everything is designed to look stunning in panorama, but generally lacking a degree of fineness that makes your immediate surroundings feel distinct/discrete/intimate.
    Would be great if Square took note from GW2 how open world content can be rich in content and exploration. Also they just released new expansion pack so more to explore.
    (2)

  4. #4
    Player
    Saraide's Avatar
    Join Date
    Jun 2021
    Posts
    3,042
    Character
    Saraide Derosa
    World
    Odin
    Main Class
    Dark Knight Lv 100
    I've seen open world be used in a few games, both well and not so well. In elden ring for example I feel like the world is very dense on top of being large. It never feels like there are big spaces that are there for nothing other than increasing the size. This does lead to me getting easily side tracked. In warframe on the other hand the open world maps have almost nothing in them, almost everything is just placeholder for randomly generated mission steps.

    FF14 falls somewhere in the middle of that. I dont think maps being "corridors" is inherently bad, it only becomes bad when the density of things to do is lacking. Many activities we do in the open world are "fly from the aetheryte to your destination". That being said I do think there are a few things already that can give the maps life: msq obviously, aether current quests, beast tribe dailies. I'd love to say fates there aswell but fates arent really doing it for me.
    (1)

  5. #5
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    As well as sightseeing there's also:
    Side quests
    Hunts
    FATEs and their chains, plus the super FATEs.
    Gathering
    Treasure Maps

    There's plenty of open world content to do. You just don't want to do it.
    Anything else they add in, you also won't want to do. Because no matter what it is, it won't give endgame gear or be an optimal source of tomestones.
    (5)

  6. #6
    Player
    Seraiki's Avatar
    Join Date
    Mar 2019
    Posts
    16
    Character
    Sohto Zhirrai
    World
    Faerie
    Main Class
    Dragoon Lv 100
    I definitely agree with point No. 3. Garlemald in particular is a big disappointment to me when this big empire that's been the bane of Eorzea in the few expansions it was a threat for turned out to become a small, ruined city. Nothing grandeur other then the tower poking up right in the middle of it. I was hoping for more then just a filler zone, like it would be cool to explore a little more then what's already right in front of your eyes.
    (1)

  7. #7
    Player
    DPZ2's Avatar
    Join Date
    Feb 2015
    Posts
    2,590
    Character
    Dal S'ta
    World
    Gilgamesh
    Main Class
    Bard Lv 97
    Quote Originally Posted by Skiros View Post
    FF14's open world does not encourage, incentivize, or reward exploration. Other than sightseeing logs, which give measly rewards if you actually organically explored rather than following a guide, there's almost next to no point in exploring the world.
    ...
    Exploration should be a big feature during the MSQ as you get to learn the lore of the land.
    Your ideas are based on the premise that an 'Exploration' activity would not be reduced to following a guide for the rewards you've suggested. Any activity in-game has multiple guides, video and text, before the first month of an expansion has passed.

    I 'explore' the world in an organic fashion while leveling through the zones. The MSQ provides access to the world in general. The side-quests provide access to those places whose existence comes as a nice surprise. I go back to places I've discovered and do other things (mostly involving gshade screenshots and commentary on tumblr and twitter).

    You are under the mistaken idea that everything you do in-game should be rewarded with loot. And yes, I've played That Other Game where there was an achievement for reading almost every 'interactive book'. There was also an achievement for exploring every corner of the map. And one for completing every single in-game quest, on both sides. Everybody used guides to get those achievements, as it was extremely difficult to figure out what you missed in order to complete them.
    (8)

  8. #8
    Player
    Fonkiemonkie's Avatar
    Join Date
    Jan 2022
    Posts
    16
    Character
    Meissie Nagatoro
    World
    Ragnarok
    Main Class
    Paladin Lv 90
    Final Fantasy isnt a open world mmo its a theme park mmo get ur facts straight
    (3)

  9. #9
    Player
    SugarPuff's Avatar
    Join Date
    Feb 2017
    Posts
    199
    Character
    Chimrit V'thari
    World
    Siren
    Main Class
    Machinist Lv 76
    I love exploration in open world games and I've noticed it's an area where FFXIV is weak. We don't have much in the way of content that encourages players to wander around just to see if they find, for example, a small loot cache, an npc with a quest, or a bit of lore. Things minor enough to have well randomized locations without inciting too much ire, but fun to find. Everything available currently is very streamlined and specific. For me the fun isn't necessarily in finding something that was extremely difficult to locate, but in checking all the books and crannies for a "surprise" find.

    Personally, I don't think Final Fantasy designers are fans of exploration type content because FFXI (during the time I played) was also weak in that regard. Only it went in the opposite direction, with things players absolutely needed to find hidden so well that the only way to accomplish anything was with a guide. I've had a lot of fun in both worlds but they do encourage more goal oriented play as opposed to unguided.
    (0)

  10. #10
    Player
    SieyaM's Avatar
    Join Date
    Nov 2017
    Posts
    1,183
    Character
    Sieya Mizuno
    World
    Gilgamesh
    Main Class
    Arcanist Lv 100
    I have been working on my SMN ARR relic and I do feel that the ARR zones feel much more lively for me. There seems to be less purpose to the design and a more organic feel if that makes any sense. Ultima Thule is a great example of a map that was designed solely for one purpose, to serve the MSQ, and little else. It's laid out so you can only progress a certain way through MSQ blocks and once you can fly it is little more that 3 islands with some quest NPCs on them. The shroud though has all kinds of buildings and areas that are there just because they feel like they belong there.
    (4)

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