With the launch of Dawntrail, a variety of issues where pointed out in FFXIV: Job Design, a lackluster story in Dawntrail, the stale gameplay through MSQ/Sidequests, formulaic reward and tome structure and so on.
Currently I'd like tackling one that we do not discussion often, but to me its one of the core (and intertwined) issues from FFXIV: those moments between dungeons and trials.
SQEX decided the WoL would take a backseat in DT. Its story would roll out with little to no player agency, meaning that for most of the time, player would arrive at places and watch things unfold.
Now, this issue did not arrive with Dawntrail (and is not one particular of XIV, as FF franchise is notorious for this talk, talk, talk instance), but for most of the FFXIV story we would observe our character take actions (even if not the best action at the time):
These interactions helped to sell the illusion that our character was an active part of the world even if barely so. But can it be better? I definitely believe so!
From this point on, I'll be using some DT instances to highlight how the game could positively make the player more involved with it's own character.
Chapter 1: Respecting the Player Role
Doesn't it strike odd, that we use the trinity system but with the exception of dungeons and trials, every player must play the role of a DPS?
During our adventure we've met our share of aftermaths from enemy attacks, invasions and helped countless of people in distress and not once outside of role quests the game respected the player role fantasy sometimes going to the absurd of a healer being powerless to help a someone that was hurt...
Respecting player role would also mean that some mechanics could be easily introduced.
E.g.: During Tural invasion, a tank character would be reminded of the Wild Charge marker or pick up the tether.
A Healer character would be introduced to new special status ailments, Doom for example where you have to full heal an NPC or prevent him from bleeding out.
A DPS character would be focused on not stacking a marker on hurt NPCs and kill enemies quickly.
All those instances of "Aid character X" could respect player role within these minor instances.
Ch.1 TL;DR: Take player role in consideration when designing minor instances and quests interaction. It doesn't matter if we have 30 jobs, the number of roles has been the same since the start of the game.
Chapter 2: The multifaceted hero (Part One)
FFXIV is known for its jack-of-all-trades main character, however the quest approach complete ignores that.I'm not asking for a freeflow system where you can change classes at all times, but something as below.
E.g.: The Feat of Reeds where we have to help the Hanu with their failing crops.
Firstly we have to examine the fields and share what we found with our party.
The game gives us some generic options, but it should give us one "unlockable" answer by referring to our class (in this case BTN) making it an educated guess:
Option 1: These reeds look sick.
Option 2: Do I look like a damn botanist?
Option BTN: It looks like the soil has been drained of its nutrients.
This is a simple example, that makes our character life feel connected, and our previous experience could be used whenever a subject that make sense comes up.
Ch.2 TL;DR: Don't forget our character has a life away from our main combat role!
Chapter 3: The Multifaceted Hero (Part 2)
Many times throughout DT Main quest, there was an opportunity to let us have a more hands on approach.
E.g.: The train reinforcement sequence in Shaloaani, where a character that have crafter classes, could actively help out.
Objective: Deliver three pieces of lumber to reinforce the train.
Optional: Deliver three pieces of lumber HQ (acquired through crafting) to reinforce the train.
Same thing with the Xibruq Pibil Quest (CUL) and the Pelupelu trade Quest (where our crafters could enhance items to get more value)
Or any instance where we had to look for a rock, fish or plant.
I'll come back to those Optional Objectives soon.
Ch.3 TL;DR: Make optional objectives a thing and leverage our DoL/DoH Knowledge.
Chapter 4: Player Interaction
Final Fantasy notoriously have a problem of telling when you can show, and showing when you should definitely take part.
Dawntrail, unfortunately, brings this issue to a new level with several instances where the player should have a gameplay experience instead of watching a cutscene.
I'm going listing several instances of Dawntrail Quests where we had to watch a cutscene or take a passive stance. (note that items discussed on Chapter 3 also apply here)
1. Xibruq Pibil Quest, the cooking part could've been a mini game where we cut, prepare and roast ingredients using these minigames that are already in game and simply changing the UI to be appropriate to the context.
2. Train Ride to Yasulany Station, we see a scene where the WoL is manning a mounted gun, this could easily be an instance of Air Force One, that's already in game.
3.Valigarmanda's Chase made Erenville and the WoL look for traces of Valigarmanda's wake.
When we come down the mountain, we find the Worlar's Echo in distress. (Chapter One rules apply here)
For this instance, instead of chasing Valigarmanda, the WoL would actively lead it away from the settlements with Erenville's help.
Using our trusty companion (that SQEX loves ignoring) we would race through Urqopacha, while dodging Valigarmanda dive bombs and AoEs, occasionally it would land and we would "fight it" while protecting Erenville.
Again chocobo Racing is already in game.
Ch.4 TL;DR: A myriad of systems is in place in FFXIV that are not leverage in any way to make much needed variety/respite in cutscene watching.
Chapter 5: Of Optional Objectives, Evaluation and Bonus Rewards
By now, I think I've made myself clear that I'd like more diverse gameplay elements during quests.
Does it means we need fail states for those experiences? Definitely not!
As a WoL and XIV structure, it would be unfeasible to have diverging states, however, we could definitely have evaluation and Bonus Rewards, that also are already in the game.
Evaluation:
DoL/DoH: Collectability
Role:Correct execution of Role specific actions during quests (I.E: Did not let NPCs be incapacitated, mitigated markers correctly, removed status effect correctly)
Minigames: Overall Performance
For rewards:
Bonus EXP awarded to classes relevant to quest (Enough to make it worth the effort and not enough to feel obligatory.)
Materia is always relevant, can be sold for gil.
Again these systems are already in place even if there's need to create a player exclusive instance in the overworld: Levequests.
Ch.5 TL;DR: Don't be afraid to reward players that are engaging fully with the game and there's no need to penalize players that don't want to.
Conclusion
If you read through it all, thank you!
I think over the years FFXIV became an aggregate of disconnected systems that could indeed work together to make a more engaging and cohesive experience.
If anything I wrote resonates with you, please like or comment on this thread, (note that I tried to come up with simple ideas that use systems that are already in game to avoid costs/too much dev time (since the "No expenses spared" was kinda of lipservice))
I'm eager to read your impressions on how the FFXIV experience could be enhanced with new or existing systems!
If you're feeling generous, consider helping a Hrothgar out. (Yes, I'm shameless XP)
https://forum.square-enix.com/ffxiv/...494210/?page=1
Thanks all!