


Pretty much this. It had some good ideas but not every idea was good. The genre has changed since it was created.Two things: Tanaka (plus other senior staff members) took the fall for the faliure, he wasn't solely resopnsible, but since he was the producer it was his responsibility to get a good product from his team. So yes, it was a misstep by many, not just him- Just explaining why everyone thinks it's him. The other thing is, it's the very fact he was on the original XI team that led to dated ideas and concepts being brought to the project. MMOs have changed and evolved since he made XI, but not a lot changed in XIV 9 years later.
Just because XI was successful, doesn't mean that they should be pulling every idea and concept from it. As I alluded to above, the things that made XI successful years ago and the things that will make an MMO successful today are not the same.
Yoshida's comments reflect this- he recognizes that the needs of MMOs have shifted as time has gone on.



I also agree with Alhanelem's post. You can't design a game exactly like FFXI today and expect it to do well.
Agreed. It was a mix of D&D concepts and mechanics drawn from EQ and refined over time.
You do as you do with the competition in the market: look at what they do, research it and see if it'll work in your game. Try to device your own spin on the concept or even improve it in a way the competition has not thought of. Move on. I'm not entirely against borrowing from FFXI, but I'll oppose it if what they're gonna borrow is 24 hour pop drama-inducing bosses and niche-based class balance, for example.I'm hardly an advocate of XI 2.0, but you can't and shouldn't reinvent the wheel when a perfectly good and fully functioning wheel is sitting right in front of you. You aren't going to do better than the wheel. There is no better design there. Just dress it up to reflect your style and move on to areas that have room for innovation.
Part of the reason for the teleporting thing is really that the new zones in cata were disjointed, and the community didn't adjust well to it.I played WoW since the first one came out. I don't feel like typing a lot but here's the jist of it... I liked the game a lot. Burning Crusade came out (first expansion) still loving it. Then Wrath of the Lich King.. why is this so easy? Oh well, maybe next time? Cataclysm. Everyones standing in town teleporting to overly easy dungeons.
You can't just toss in a handful of new areas in existing continents and expect people to be out and about. TBC had Shattrath as the main hub city in Outland, and Dalaran played the exact same role in Northrend. Cata gave you your faction capitals with a bunch of portals. The fact some of the zones (Vashjiir, Deepholm) require portals to get to did not help.
This is the story of every MMORPG. I stuck to FFXI for as long as I did for the same reason, despite hating most of the systems in-game.The only thing that kept me for so long were the friends I made during the years.
I'm not sure this is an accurate way to look at WoW. The game presented steadier progression while leveling and more content with which to hide the level grind than any other MMORPG aside from City of Heroes out of that entire generation of games.In my opinion a good mmorpg to me is a game where you enjoy playing from the start to the end.
Just to clarify myself here, My impression of WOW is bad based on these 2 weeks of play which made me to stop playing it. And yes, it is way too little time to judge a game fully, but the first impression is an important factor for me. This is why I continued playing XIV, I enjoyed it enough to continue after 2 weeks despite it's flaws and lacks.
FFXI = grind mobs ad nauseum to level, farm beehive chips to buy overpriced gear
Ragnarok Online = grind mobs ad nauseum, sometimes in a party until you're high enough level for class transfers
Lineage II = grind mobs ad nauseum, try to avoid getting PKd while leveling
Last edited by Duelle; 11-27-2012 at 11:24 AM.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

For me, it was way too easy to level up. I felt no pride in getting to the next level. It's all about what impression it gave me which was childish graphics and content without soul. That's as accurate as i can get.I'm not sure this is an accurate way to look at WoW. The game presented steadier progression while leveling and more content with which to hide the level grind than any other MMORPG aside from City of Heroes out of that entire generation of games.
FFXI = grind mobs ad nauseum to level, farm beehive chips to buy overpriced gear
Ragnarok Online = grind mobs ad nauseum, sometimes in a party until you're high enough level for class transfers
Lineage II = grind mobs ad nauseum, try to avoid getting PKd while leveling
Call me a weirdo for liking the potential XIV have. From what little quests were availble in XIV v.1.0, it atleast had something i could connect with in a better way than WOW had.
But it's all personal feelings. It's really not something to discuss. But putting it out here do have value in this conversation. And that's why im sharing them.
Last edited by Joji; 11-27-2012 at 12:14 PM.
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