Taken from the inverview with Yoshida on Gamasutra:
The one thing that I learned from the battle systems of other games is that when you create parties, you have people of different skill levels, and some people will be really good at games, and some people might not be. So, you have the different skill levels in one party, but each person has their role, and their role is clearly defined, and that's really important.
To have the rules of a battle that are simple enough to understand, but challenging enough to get players to use their mind. You have to think and strategize -- have something that's going to challenge them in that way, but not something that's going to be complex to the point where people won't be able to do anything.
I think Yoshida understands very well the problems facing many groups of players. While I consider myself a very good player, I have had alot of friends along the way in my MMO experiences, and many of them were good players and many were bad players. But the important thing was, I loved playing with all of them because they were my friends, yet there was always a sort of uneasiness for some who didn't always do the best.
I don't believe there can be one solution to this problem, as I don't believe its possible to "solve" it; however, I would just like to share my thoughts and provide a place for others to consider it as well.
I think it's important to first identify where the problem lies. When you have an unbalanced group of players, with both good and bad players, and engaging in battles of varying difficulty, it is inevitable that a few situations will arise.
1. In content that is not very difficult, it is possible for all players to enjoy it, and there are very few problems that will cause friction between the players. Eventually, however, if this content is the only type available, the more skilled players will begin becoming bored, as they naturally will be seeking a challenge.2. In content that is moderately difficult, it is still possible for players to enjoy the game. While the players who are better may end up 'carrying' the others to a degree, the others can still be seen as contributing to the victory and there is still little friction between the two groups. There is a slight degree of satisfaction for the better players who are now being challenged more, but the players who are struggling may become frustrated.3. Now, I believe this is where this issue becomes a problem. As the same unbalanced group of players moves from content that is moderately difficult, where they are able to reliably complete each challenge, into content that is more difficult, the two distinct types of players will begin to build a certain friction between them. The more skilled players will stop seeing a challenge from the moderately difficult content and will begin eyeing the harder encounters. The problem lies in the fact that they are no longer able to 'carry' the other players into this content. As the group attempts to make this transition, they will only be met with hardship and failure for a time, until the combined skill of the players is enough to overcome the encounter.From these 3 scenarios, I think its possible to conclude a few things.
That if all content was easy, all the skilled players would eventually become bored.
That if all the content was hard, all the less-skilled players would be frustrated because they cannot win, or bored because they do not try and there is nothing else to do.
That if all content was moderately difficult, it would satisfy for a time, but eventually would result in boredom for those seeking a challenge, and would be impossible for less-skilled players to complete without being carried.
And so, I believe, from these we can conclude that there has to be a diverse array of content provided for at every level of difficulty. However, each level of difficulty must be easy to transition into from the closest previous difficulty level; otherwise, we will have the same problem mentioned in scenario 3, where the group will repeatedly fail until the unskilled players no longer have to be carried.
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Finally, I will end this with my suggestion.
If we want to make the whole of the content available to this type of party, there needs to be one thing. Fluid progression.
FFXIV will need a large array of encounters ranging from incredibly easy to incredibly difficult, and there will need to be a near seamless transition between each level of difficulty. Each encounter does not need to be a dungeon, but the important thing is, every single encounter needs to introduce a new level of complexity, game mechanic, or tactic for players to learn one by one. As players complete each encounter, they continually build up a better understanding of all the game mechanics.
For example, from levels 1-10 Player learns the basics: accepting levequests, engaging monsters, equipping actions, and the ins and outs of the armoury system.
From levels 11-20 Player fights a Dodo or a Puk, and realizes standing in front of the monster will result in either being damaged or put to sleep.
Another example could be taken from FFXI, when you first encounter a Wyrm, you learn rather quickly to not stand on its tail or in front of its mouth. So, from every wyrm encounter after that you already have learned that tactic.
And so on and so on. As Player advances in levels he will be fighting different monsters with different skills and will be constantly building up a base of knowledge that will help him/her later on. So long as there is a seamless transition in content, and there is not a gap between the two, I see unbalanced groups of players to flourish.
So for the developers, make sure from levels 1-50, all players will have learned, through limit break quests/levequests/random monsters, that when they hit 50, they will have the basic skills to engage in the very early easy encounters, and create each encounter as a sort of tutorial for future encounters. As the amount of skills learned from each encounter grows, the difficulty of each progressing encounter grows.
This approach requires a large amount of encounters, but also requires the early content to be simple.
For example, if the whole of FFXIV end game content was 10 encounters.
Encounter 1 would assume the player has all the skills needed get maximum level, the it would introduce one more mechanic or tactic that will be useful in preceding encounters. Because the number of skills are few, this encounter does not require much more than an average battle. Encounter 2 would likewise assume all the skills of the previous encounter and would add another. As, we move from encounter to encounter, Advanced players may skip certain encounters and progress faster, but they would still be required understand the game mechanics to continue. Encounter 3 would assume all previous skills, and for example might require you to incapacitate a certain body part in order to survive the encounter, and each encounter afterward would incorporate this idea.
Then finally encounter 10 may end up being the one dungeon, that while many advanced players will be able to access quickly, it will still be possible for unskilled players to advance smoothly into by mastering each previous encounter.