self-directed gameplay is more interesting than doing what some nobody farmer tells you to for no reason. Maybe you dont want to help him kill 10 marmots or whatever other bullshit.
Maybe for you and Mr. Vinland.. but I sure as heck don;t wanna be in 1 spot just killing to my head explodes "All the damn time" It is Boring!
So...instead of wanting to be an adventurer, who wanders the land for adventure and seeing if people need help...you'd rather just be some lunatic who runs all over the place looking for things to kill.
That's how serial killers start out...
There's no adventure doing exactly what the game tells you though anyway so you might as well not.
There should be quests and all that crap obviously, but handholding you through everything can get very insufferable very quickly. "Go here" "go here" "go here" "go here". Especially when the quest objectives are barely 100 meters from the quest start.
It's been done very poorly in the past. And SE seem intent on repeating the mistakes of past games, so... you do the math
I didn't know some of the current players already have access to FF X|V ARR and know exactly how things will work! Colour me amazed~!!! :OThere's no adventure doing exactly what the game tells you though anyway so you might as well not.
There should be quests and all that crap obviously, but handholding you through everything can get very insufferable very quickly. "Go here" "go here" "go here" "go here". Especially when the quest objectives are barely 100 meters from the quest start.
It's been done very poorly in the past. And SE seem intent on repeating the mistakes of past games, so... you do the math
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I know, it was so much better before.There's no adventure doing exactly what the game tells you though anyway so you might as well not.
There should be quests and all that crap obviously, but handholding you through everything can get very insufferable very quickly. "Go here" "go here" "go here" "go here". Especially when the quest objectives are barely 100 meters from the quest start.
It's been done very poorly in the past. And SE seem intent on repeating the mistakes of past games, so... you do the math
Let's use XI as an example.
Level 1? Go outside any city.
Level 10? Go to Valkurm Dunes.
Level 20? Go to Qufim Island.
Level 30? Go to Yuhtunga Jungle.
Level 40? Go to Crawler's Nest.
Just because the game actually tells you where to go isn't a bad thing. Cryptic gameplay is a thing of the past, get used to it.
You do know that the game didn't tell you where to go, people made that, not SE, PEOPLE found the best areas to leveling not se. PEOPLE EXPLORED not seI know, it was so much better before.
Let's use XI as an example.
Level 1? Go outside any city.
Level 10? Go to Valkurm Dunes.
Level 20? Go to Qufim Island.
Level 30? Go to Yuhtunga Jungle.
Level 40? Go to Crawler's Nest.
Just because the game actually tells you where to go isn't a bad thing. Cryptic gameplay is a thing of the past, get used to it.
the questing is what separates role playing games from the rest though, it's the tool used to tell the story of the area.There's no adventure doing exactly what the game tells you though anyway so you might as well not.
There should be quests and all that crap obviously, but handholding you through everything can get very insufferable very quickly. "Go here" "go here" "go here" "go here". Especially when the quest objectives are barely 100 meters from the quest start.
It's been done very poorly in the past. And SE seem intent on repeating the mistakes of past games, so... you do the math
...and speaking of story telling - order is usually important.. you start at the beginning, work your way through the middle, then get the end.
there's a reason you had to play through all the GC quests in order before fighting darnus - would've ruined the story to not play through them in order.
...and about square repeating the mistakes of other games? ...honestly their biggest faux pas was constantly trying to reinvent the wheel. the biggest complaint during beta/early release was how they tried to put their own unique spin on every little detail of the game - stuff that's already well established in the genre (even their own ffxi)
squares refusal to repeat things that other games have done is the reason we have market wards and retainers instead of an auction house - for starters.
anyone who was around back then can probably remember the plethora of other things they tried to make unique.. (fatigue, stamina, parley to name a few...)
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