Jumping Puzzle, which people are probably too stupid to figure out especially along the earth-binded community.


Jumping Puzzle, which people are probably too stupid to figure out especially along the earth-binded community.
No no, let him/her answer. I want to follow that argument out to its logical conclusion.


One way to make a quest memorable isn't by making a huge chunk of wall of text and make you speak to every damn NPC then look up what I'm supposed to be doing after getting a quest.
It's by having unique character, a good character development and design, cutscene is undeniably good addition but that isn't affordable for sidequests.
Does anyone even remember most of the sidequests NPC at FFXI? probably not, except the goblin NPC that gives u inventory expansion because they don't look like regular NPC, but i still doubt people remember their name. Nobody remembers the NPC that gives out bubbly bernie's quest, only the Bubbly Bernie because it has such an unique name.
Why do people remember Aldo, and Verena? Cutscene and different clothing design than the regular NPCs.
Why do people remember Shantotto, Tenzen and Hildibrand? Being in a cutscene helps alot since they are designed after just like regular NPC, but there is also trademark characteristic in them, Hildibrand's pose, Shantotto's hohoho and Tenzen's Cosmic Elucidation.
Marker has nothing to do with dumbing down quest or making it less memorable.



I agree with this. (drawing from WoW) There's a reason people remember Mylune, Hemmet Nesingwary, Lump, Elling Trias, and John J. Keeshan. They don't have epic cutscenes, some don't even have VA's assigned. But they have character and questlines that, while irrelevant to the main story, are memorable in some way. Some of them are also recurring characters you see as you level.One way to make a quest memorable isn't by making a huge chunk of wall of text and make you speak to every damn NPC then look up what I'm supposed to be doing after getting a quest.
It's by having unique character, a good character development and design, cutscene is undeniably good addition but that isn't affordable for sidequests.
* 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)
All the job leveling quests in 1.0 had that. All the class quests and even those for doh/dow had memorable storyline quests with recurring characters. Like the Weaver Cinderella story and the Goldsmith love triangle storyline, both of which i quite enjoyed. 1.0 sure had a lot of good content that most pple just didn't touch. It irks me when i see pple complaining about stuff they feel the game is lacking when it infact has been there all along and they just didn't wanna try it.I agree with this. (drawing from WoW) There's a reason people remember Mylune, Hemmet Nesingwary, Lump, Elling Trias, and John J. Keeshan. They don't have epic cutscenes, some don't even have VA's assigned. But they have character and questlines that, while irrelevant to the main story, are memorable in some way. Some of them are also recurring characters you see as you level.
What is your defense against people who are going to get their quest guide from third party fansites and youtube videos, and are going to build the easiest party setup and follow the easiest/cheesiest strategy? Keep in mind that these people are going to be in the overwhelming majority, 80% and above.



I you want to reduce the game to a theme park of amorphous shopping list in a race to the relic/bahamut gear/ what have you, the FF feel will be just as hollow, and the ring of "WoW clone" will be all over the place.What is your defense against people who are going to get their quest guide from third party fansites and youtube videos, and are going to build the easiest party setup and follow the easiest/cheesiest strategy? Keep in mind that these people are going to be in the overwhelming majority, 80% and above.
I'm asking for a mix to provide challenge and interest for the crowd. Have something meaningful, it doesn't have to be computer babysitting anymore than it has to be Shin megami tensei I difficult.
Let me ask again. How do you prevent people from getting guides from third party sites and building a "shopping list" of things they need to do, and the easiest way for them to do it, in order to get to their end-goal?I you want to reduce the game to a theme park of amorphous shopping list in a race to the relic/bahamut gear/ what have you, the FF feel will be just as hollow, and the ring of "WoW clone" will be all over the place.
I'm asking for a mix to provide challenge and interest for the crowd. Have something meaningful, it doesn't have to be computer babysitting anymore than it has to be Shin megami tensei I difficult.



People buy Gil with third party sites, and attempt to make bots and trainers for the game, does that mean we should demand that SE open a shop to trade real money for fake? Should SE hire players to do autoleveling at your convenience and money's behest?
No company is going to prevent the eventual FAQ that will come out of their game, that doesn't mean they shouldn't try to make a challenging game. Was Dark Souls such a failure, or Dragon's Dogma? Would they have stood out so from their crowds if they were easygoing romps with "attack will land here" markers abound?
Last edited by Kallera; 12-07-2012 at 12:20 PM.
finding where to go next is a challenge? umm...okayPeople buy Gil with third party sites, and attempt to make bots and trainers for the game, does that mean we should demand that SE open a shop to trade real money for fake? Should SE hire players to do autoleveling at your convenience and money's behest?
No company is going to prevent the eventual FAQ that will come out of their game, that doesn't mean they shouldn't try to make a challenging game. Was Dark Souls such a failure, or Dragon's Dogma? Would they have stood out so from their crowds if they were easygoing romps with "attack will land here" markers abound?
Aion Zwei - Masamune
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