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  1. #1
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    Audson's Avatar
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    Audson Tayuun
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    Diabolos
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    Bard Lv 90

    Comprehensive Feedback on FFXIV: Dawntrail - Initial MSQ Experience

    Hello everyone,

    I want to share my detailed feedback on the initial Main Scenario Quest (MSQ) experience in FFXIV: Dawntrail, focusing on gameplay, quest structure, player engagement, player freedom, and adherence to the adventure theme after leaving the city.

    Feedback:

    1. Pacing Concerns and Quest Structure:
    • The initial 3-4 hours of Dawntrail involve a mandatory city tour and extensive lore dives before players are allowed to venture out. This structured approach contrasts with previous expansions where introductory content was more integrated into immediate gameplay and exploration. After leaving the city, each zone is divided into two sections, each requiring approximately 2-3 hours to complete. This linear progression restricts player exploration and spontaneity, detracting from the sense of embarking on a new adventure.
    Purpose of Past City Tours in Previous Expansions:
    • ARR: Introduced the Aethernet system crucial for navigating the realm.
    • HW: Positioned players as fugitives in a closed country, necessitating familiarity with local dynamics.
    • SB: City exploration followed immediately after a significant dungeon encounter.
    • SnB: Highlighted the danger of venturing outside city walls and motivated to find out who had taken the Scions' souls.
    • EW: Driven by the need to reveal long-held secrets to save the world.
    2. Combat and Interaction with Mobs:
    • During the 4-6 hours spent in the first zones, opportunities for combat were sparse. There were only two instances where I encountered mobs to kill as part of quest objectives. This lack of combat opportunities is particularly frustrating for players trying out the two new jobs introduced in Dawntrail. It prevents them from utilizing and familiarizing themselves with their new abilities for an extended period, which is essential for enjoying gameplay.

    3. Observation of Other Players:
    • While progressing through quests, I observed other players engaging in combat with random mobs in the wild. While unsure if these were part of side quests or personal exploration, it was evident that these players were motivated by a desire to actively use their abilities and engage in gameplay. This contrasted with the structured MSQ progression that limits such organic engagement, highlighting a disconnect between player-driven exploration and the narrative-driven quest structure.
    (7)
    Last edited by Audson; 07-02-2024 at 10:52 AM.

  2. #2
    Player
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    Audson Tayuun
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    Diabolos
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    Bard Lv 90
    4. Impact on Player Experience:
    • The structured quest directives and lack of combat opportunities can lead to frustration and disconnection from the core gameplay experience. Players are left eager to engage with their new job abilities and explore the world, yet find themselves confined to reading and cutscenes for significant stretches of time. This disparity between player expectations and actual gameplay experience diminishes overall enjoyment of what is new to the jobs.

    5. Quest Placement and Narrative Flow:
    • 'A Saga in Stone,' a lore-heavy quest encountered early in the MSQ, felt out of place. Its focus on Tuliyollal's history would have been better placed after acquiring tablets that require the keystone, providing context and relevance to understanding the lore. Placing it before acquiring this crucial information felt disjointed and interrupted the natural narrative flow, detracting from the immersive storytelling that FFXIV is known for.

    6. Player Agency and Exploration:
    • In this new expansion, player agency is crucial. However, the initial experience feels overly structured. It's akin to taking a group of kids to Disneyland, strapping toddler safety harnesses on them, and requiring they tour City Hall to learn the entire history of Disneyland before enjoying the rides. Similarly, in Dawntrail, players must complete a mandatory city tour before gaining access to activities like low-level hunts, participating in FATEs, exploring freely, or engaging in side quests. Players should have the freedom to engage in various activities right from the start, fostering a more flexible and engaging early-game experience. Currently, the only immediate activity available upon arrival is fishing, which limits early-game diversity and exploration.

    7. Balancing Structure and Player Fun:
    • While structured content is important for narrative coherence, the current setup detracts from the sense of player agency and immediate engagement. Finding a balance where structured quests contribute to narrative depth without overshadowing player-driven exploration and enjoyment of new content is crucial for maintaining player interest and immersion.

    8. Character Perspective and Engagement:
    • Throughout the MSQ, I found myself yearning for more active participation in the storyline, akin to characters like Estinien who embody the adventurous spirit. Moments where I witnessed Estinien in action, such as his duel with the ruler of the city, made me wish for similar opportunities to directly engage with the narrative through meaningful choices and actions.
    (5)
    Last edited by Audson; 07-02-2024 at 10:52 AM.

  3. #3
    Player
    Audson's Avatar
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    Audson Tayuun
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    Diabolos
    Main Class
    Bard Lv 90
    9. Impact on New Job Experience:
    • For players eager to experience the new jobs and their abilities, the extended period without combat encounters diminishes the excitement and impact of these additions. Spending approximately 8 hours in narrative-heavy quests without utilizing new job abilities can be disheartening and feels disconnected from the core gameplay experience.

    10. Player Freedom and Vacation Theme:
    • The idea of your character needing a vacation after saving the world is compelling, but the initial gameplay experience feels overly structured and pre-planned.

    Suggestions:

    1. Encourage Organic Gameplay:
    • Introduce more opportunities for combat and interaction with mobs as part of quest objectives or dynamic events. This would allow players to engage with their abilities naturally and maintain immersion in the game world. Adding optional combat-focused quests or dynamic encounters can cater to different player preferences and playstyles.

    2. Optional Tours:
    • Provide players with the choice to opt out of certain introductory tours and lore-heavy quests like the Tuliyollal saga. This would accommodate players who prefer a more direct approach to gameplay, allowing them to dive into activities such as hunts upon reaching the city, rather than following the old rigid sequence of quests.

    3. Improved Narrative Integration:
    • Ensure that lore-heavy quests like 'A Saga in Stone' are logically placed within the MSQ progression. Aligning such quests with key narrative milestones or player achievements can enhance player understanding and engagement with the storyline, maintaining immersion and coherence throughout the gameplay experience.
    (5)
    Last edited by Audson; 07-02-2024 at 10:53 AM.

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