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Final Fantasy 14 Gold Saucer Development Has Begun Follow

#52 Mar 07 2014 at 9:27 AM Rating: Excellent
HitomeOfBismarck wrote:
He may be reoccurring but definitely isn't the same as Nero.

Kam'lenaut is what I would consider a developed character with clear motivations. There were so many interesting twists with him. Learning that the leader of Jeuno was actually a Zilart prince was pretty amazing. Learning that he was a crazed prince seeking to open the Gate of the Gods was quite ambitious. Learning that he had spent so much time (ever since the crystal war and even prior to that) building up his facade as the good leader only to find out he had much more sinister plans in the works was over the top.

Nero...What did he want to do in the end? Surpass Cid? Harness the power of the primals through the Ultima weapon? Were his ambitions so low? He just represented what all the other generals did: the desire to conquer.

He's actually quite shallow: as is the rest of the Garlean empire. What is their motivation for fighting? I see no good one other than acting as puppets for the Ascians. So then the Ascians are the real enemy that control this empire. Their goal is to resurrect Zodiark. They have dealings in quite a few things.

Do not read the following if you haven't watched the T5 cutscene: The Ascians seem to have kept Louis alive and are probably going to use him to control Bahamut (what remains of him) or even aid them in resurrecting Zodiark.

Point: neither the Ascians or the Garleans seem to have very stable motivations. It's death/destruction without reason for one and smoke/mirrors with little information for the other. Why is the Garlean empire suddenly disabled now? They were an incredible military power. Why were the generals sent to do the work of the soldiers they command? Why was it necessary to fight them all, eliminating their leadership? If the Garlean empire is weak right now after sending their generals after us, why do we not counterattack?

Being vague with the plot can work at times but I just don't feel like either of them are something truly 'evil' like the two Zilart princes nor do I think they are as crafty and cunning as those two....spending an enormous amount of time setting up their scenario to open the gates.

It was pretty amazing seeing them set their plan in motion. Watching Raogrimm sacrifice himself to allow us to escape as the two princes summoned the warriors, observing the betrayal of Kam's elder brother despite all they had been through, etc. I honestly felt that Livia had an amazing setup similar to this...but her death is one of the most anticlimactic moments in 14, sadly.


It took the first expansion for us to get Kammy's true story, though. At the end of the original Rank 6 missions, he was still the creepy metrosexual leader of Jeuno but that's all you really knew.

I have a feeling Nero is going to be much more developed as the larger XIV story unfolds.
#53 Mar 07 2014 at 10:37 AM Rating: Excellent
Filth, I completely disagree with your assertion that "innovation" is a bad word on these forums.

Everyone here would love to see new, innovative elements of ARR.

But while you're convinced of an anti-innovation crowd, I'm convinced of an anti-"tried-and-true" crowd. As in, it's wrong to base the foundation of a game on things that have worked before. Honestly, I just don't understand why some people have such disdain for this approach. This game is still very young, and there is plenty of time for innovative game mechanics to be added. As I've said before, things like housing and the Golden Saucer may prove to be stages for these innovative mechanics to be introduced.

I think it's safe to say the vast majority of people who play Final Fantasy XIV want innovation, but they're perfectly fine with the core of the game being built upon principles that are standard of the MMO genre.

It's an excellent approach to take. It's the approach we've always known SE would be taking with ARR. Yoshi-P has made no secret of this.

I'm shocked that people who claim to hate that approach so much are still expending even the tiniest amount of brain power toward FFXIV.

Edited, Mar 7th 2014 8:37am by Thayos
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#54 Mar 07 2014 at 10:57 AM Rating: Excellent
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It's a long one - sorry!!

I don't get it. Why bash the series by using certain examples whilst excluding other points?

You talk about Lightning, Gold Saucer and other 'traditional' FF staples as being a boring anomaly in the XIV world. It brings nothing new to the table per Yoshi's vision.
Yet, you're excluding all the original characters like Minfilia, Y'shtola, Good King and Lahabrea. Even the new areas are overlooked like Mor Dhona and Limsa Lominsa.

Final Fantasy is always trying to bring innovation mixed with its tradition. The fighting system may be similar to other MMOs, but it is new to the FF series. You may be upset seeing certain names and styles reappearing, but then you might as well be upset with the other FFs that reused certain palates or styles to create a game.

Final Fantasy IX was a huge nod to the FF series before it. Why can't XIV do the same? As IX did, XIV borrowed older lores to blend a world. It didn't necessarily use the lores to drive the whole story, but for FF fans to recognize and follow. Not every player that comes on XIV can sit there and pinpoint every aspect of the older games. Some ppl might have started on X , XI or even this game and not even know that Crystal Tower was from FFIII.

You argue that Lightning is in the main story. When did she get involve with Minfilia's group? At what point did she help us fight the Primal? You need to separate Main storyline versus side quests or SPECIAL events. That's all Lightning, Dragon Quests and FFXI was. Just a special event. It's for people to get together, "team up" and enjoy content.
--- And in the talks about Lightning being a dimension traveler, I would agree with this concept. You have to look at Dissidia. I would even say Dissidia was almost the first of the series. You have to look at the Warrior of Light's story path to agree with the theory. At the end, he appears in Cornelia with crystal in hand as he walks to the castle like the very first part of FFI.
Gilgamesh in this game could and most likely be the Gilgy from FFV, I (ports), XII and other ones that he had existed in. He has been banished into the X-zone and made comments of that when reappearing in VIII.

Names like Raubahn that exist in XIV doesn't mean that Yoshi can't come up with a new idea. Just because the name is reused, it doesn't mean that its the same character. It's just a name. A whole new persona attached to it. Because if a name is such a game breaker, then we should pay attention to characters like Biggs and Wedge.

Final Fantasy is all about evolving. Something new. Something old. Something blue. Something different. If you can't separate the differences and actually give credit to the new laid out before you, then I would suggest maybe trying something different? FF isn't for everyone, especially the borrowed and innovative lore/gameplay. (Example of my past: When a bunch of my friends who bought FFVII because of the T.V. promos only to be disappointed that it wasn't like Zelda or whatever ideas they had for it.)
#55 Mar 07 2014 at 11:03 AM Rating: Excellent
Quote:
It's a long one - sorry!!

I don't get it. Why bash the series by using certain examples whilst excluding other points?

You talk about Lightning, Gold Saucer and other 'traditional' FF staples as being a boring anomaly in the XIV world. It brings nothing new to the table per Yoshi's vision.
Yet, you're excluding all the original characters like Minfilia, Y'shtola, Good King and Lahabrea. Even the new areas are overlooked like Mor Dhona and Limsa Lominsa.

Final Fantasy is always trying to bring innovation mixed with its tradition. The fighting system may be similar to other MMOs, but it is new to the FF series. You may be upset seeing certain names and styles reappearing, but then you might as well be upset with the other FFs that reused certain palates or styles to create a game.

Final Fantasy IX was a huge nod to the FF series before it. Why can't XIV do the same? As IX did, XIV borrowed older lores to blend a world. It didn't necessarily use the lores to drive the whole story, but for FF fans to recognize and follow. Not every player that comes on XIV can sit there and pinpoint every aspect of the older games. Some ppl might have started on X , XI or even this game and not even know that Crystal Tower was from FFIII.

You argue that Lightning is in the main story. When did she get involve with Minfilia's group? At what point did she help us fight the Primal? You need to separate Main storyline versus side quests or SPECIAL events. That's all Lightning, Dragon Quests and FFXI was. Just a special event. It's for people to get together, "team up" and enjoy content.
--- And in the talks about Lightning being a dimension traveler, I would agree with this concept. You have to look at Dissidia. I would even say Dissidia was almost the first of the series. You have to look at the Warrior of Light's story path to agree with the theory.
Gilgamesh in this game could and most likely be the Gilgy from FFV, I (ports), XII and other ones that he had existed in.

Names like Raubahn that exist in XIV doesn't mean that Yoshi can't come up with a new idea. Just because the name is reused, it doesn't mean that its the same character. It's just a name. A whole new persona attached to it. Because if a name is such a game breaker, then we should pay attention to characters like Biggs and Wedge.

Final Fantasy is all about evolving. Something new. Something old. Something blue. Something different. If you can't separate the differences and actually give credit to the new laid out before you, then I would suggest maybe trying something different? FF isn't for everyone, especially the borrowed and innovative lore/gameplay. (Example of my past: When a bunch of my friends who bought FFVII because of the T.V. promos only to be disappointed that it wasn't like Zelda or whatever ideas they had for it.)


Very well said!
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#56 Mar 07 2014 at 11:54 AM Rating: Good
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Have to agree.. One of the things that always comes to mind when talking about bringing unique things to XIV is when Yoshi said he wanted to start with the sure fire things that are foundational for successful MMOs first, then build upon it adding unique things as you get a firm base. Not just being unique for the sake of being unique. Game is 6-7 months old and was reborn from a failure in a short amount of time. Let XIV get the foundational things of an MMO right FIRST and THEN work towards uniqueness. Give it some credit.. Give it a chance to grow. Your in essence expecting a baby to get up walk and hold a full time job lmao
#57 Mar 07 2014 at 12:11 PM Rating: Excellent
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The irony is that WoW and FFXIV are similar insofar as they both took the best ideas from their respective eras and improved on them, and polished them up.

I cannot think of one MMO that has the level of polish that FFXIV does.

I do wish there was more character customization like different spec trees, "special" materia (Like double attack) and more weapon and armor choices...but innovation?

Some features I've never seen before:

Controller UI - sure FFXI had this, but as a hotbar setup for an MMO its a drastic and improved overhaul. So much so I'd classify it as unique.
Levequests - You could call these dailies but they have a bit more inherent potential. (A stretch I know)
Guildhests - I've never seen instanced "dungeons" that teach basic MMO mechanics before.
Variety/accessabilty in leveling - Quests, leves, dungeons, fates. From the outset you have choices to level. You're still grinding, but you can grind multiple ways at the same time. I can do a daily beast tribe quest, a fate, and be queued up for a dungeon all at the same time.
Companions - yes it was in FFXI, but again this has a lot more potential.


I know these things may be a stretch and some of you will probably dismiss those as being not innovative, but
there would probably be no appeasing you anyway.

Again like Thayos, I'm not against innovation and I DO want to see some more cool features (innovative or not).

In addition to the above things I've stated it'd be cool to have player made content like treasure maps. As well as a "gambit" system for your companions.

But to say the game sucks or that it is bad because it isn't wholly innovative are missing the forest for the trees. If SE doesn't expand and refine what they have after the game has settled in then maybe there's an argument there. But I think its way too early to tell.

Plus theres a certain level of futility with trying to argue innovation either the game isn't innovative in the genre or it isn't within FF as a whole.

In the end all I really care about is having fun, and if the game provides that then I'll keep paying and playing.
#58 Mar 07 2014 at 12:26 PM Rating: Excellent
I think ARR already brings a lot to the table in terms of technical innovation.

It's the first "next-gen" MMO to be cross-platform with the PS4 while also utilizing remote play... and, by all accounts, the game plays beautifully on the Vita. This could be a game-changing thing for the MMO genre.

Also, the unique gamepad UI is certainly innovative. No other MMO has gone to such lengths to make console gamers feel so much at home. This could be another game-changing thing for the MMO genre.

The argument could also be made that the game's scalable graphics engine is also somewhat innovative. Years later, the game's graphics will be able to be kept current without massive overhauls... that's an innovation that we may not see immediate results from, but it's still innovation.

And yes, within the game, the groundwork is being laid for plenty of innovation going forward. The game just needs time to grow; it's only seven months old, and we're not even near the first expansion. As was the case with FFXI, I'm expecting the first big "new" systems to be implemented with the expansion.
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#59 Mar 07 2014 at 2:09 PM Rating: Good
TERA had a pretty similar (visually) controller hotkey UI, and you also hold the L2/R2 buttons down to cycle through your options.

I don't have a VITA but I'm not sure when I would use that remote play thing. How far does it extend?

The only time I can think of where I'd want to use a VITA to connect to my TV would be maybe if I was sick and had to be on the toilet for a long time. Can you do that? Otherwise we have a lot of screens so there would be no reason to connect a few feet to my PS4 just to play on my VITA.

There's one other MMORPG which I did get to try on a friend's VITA which is Phantasy Star Online 2, but this wasn't remote play. I didn't really enjoy playing an MMORPG on a handheld device.

Edited, Mar 7th 2014 3:12pm by LucasNox
#60 Mar 07 2014 at 3:17 PM Rating: Excellent
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You can't design and build an MMO around what 1 or 2 people like. The fact of the matter is that they polled players in an attempt to find out what MOST people wanted. That is Basically what we ended up with. You may not think this is new and or innovative enough, but some people playing have never played an MMO before. It's all new to them.
You may not use the vita remote play, but i can bet others will. Like when big brother wants to watch tv, but little bro wants to play FF XIV. That's what it is for. The game is designed for old and new players to pick up and have fun.
If you have some great new and innovative ideas, go to school ... get a job in the gaming industry, then show the devs how it's done. Until then, you are stuck with what you get.
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#61 Mar 07 2014 at 4:05 PM Rating: Excellent
Or, in my case, when the wife wants to watch TV, and the husband wants to play FFXIV. :)
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#62 Mar 07 2014 at 5:18 PM Rating: Decent
Don't you also have the PC version though? Or other TVs?

This isn't a dig at Final Fantasy XIV, by the way. I just don't see the point of this remote play feature. Most people have more than one television. I think this is one reason nobody cares about the Wii U. Remote play with the Wii U controller is supposed to be one of the big features I think, but nobody really seems to care or use it.

Edited, Mar 7th 2014 6:19pm by LucasNox
#63 Mar 07 2014 at 5:25 PM Rating: Excellent
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Thayos wrote:
Filth, I completely disagree with your assertion that "innovation" is a bad word on these forums.

I could quote scores of posts here(including some from you) where players say that 1.0 failed because it tried to be innovative yet when you look at the core elements of the game back then, nothing about it was trying to push the envelope. Whether or not you like innovative or generic, XIV never tried innovative so we'd never know if it could work well anyway.

Kierk wrote:
I cannot think of one MMO that has the level of polish that FFXIV does.


I... I just.. Smiley: laughSmiley: laughSmiley: laugh

Kierk wrote:
Some features I've never seen before...

I know these things may be a stretch and some of you will probably dismiss those as being not innovative, but there would probably be no appeasing you anyway.

Innovative adj.
1. (of a product, idea, etc.) featuring new methods; advanced and original.

They're dismissed because they don't satisfy the definition, not because they don't satisfy personal taste.

Thayos wrote:
It's the first "next-gen" MMO to be cross-platform with the PS4 while also utilizing remote play...


I... I just.. Smiley: laughSmiley: laughSmiley: laugh

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HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#64 Mar 07 2014 at 5:34 PM Rating: Excellent
Quote:
I could quote scores of posts here(including some from you) where players say that 1.0 failed because it tried to be innovative yet when you look at the core elements of the game back then, nothing about it was trying to push the envelope.


Admitting something failed because it tried (and failed) to innovate is not the same as saying innovation is bad.

You'll never find me saying, anywhere, that innovation is bad.

As for the value of remote play, a lot of people are actually very excited about it. I was using the husband and wife thing as an example... I won't literally be buying a Vita for remote play. I already have a laptop that can run the game, and I couldn't justify spending another $200 for another portable option.

However, if all I had was my gaming PC and a ps4, then I'd very strongly consider buying a new or used Vita at one-third the cost of a laptop that could run the game on its lowest settings.

And if I had a bit more disposable income -- and I know some of the gifted techies on this forum do -- then I'd love to have a Vita for remote play if that meant I could kick back in my recliner, and not have to be sitting up with a laptop. EDIT: Heck, I may end up with a Vita anyway, because then I could play other PS4 games that I couldn't play on my laptop. I own a Wii U, and I play the crap out of virtual console games on remote play.

Having an MMORPG with remote play is definitely a cool innovation. Soon enough, you'll be able to pull out your handheld at the coffee shop and play your favorite MMORPG, and you'll remember that ARR led the way toward that.

Quote:
I... I just..


Had no logical comeback? Smiley: wink

Edited, Mar 7th 2014 3:45pm by Thayos
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#65 Mar 07 2014 at 5:51 PM Rating: Good
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I was really hoping XIV would come to the WiiU exactly for a remote play type thing. I would never expect it to be useful for endgame content, but it would be nice to craft/farm/quest while remaining mobile... or even (not sure if this is possible yet) to just monitor Duty Finder and then return to the main gaming device when you finally get a party.
#66 Mar 07 2014 at 6:31 PM Rating: Decent
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Thayos wrote:
Quote:
I could quote scores of posts here(including some from you) where players say that 1.0 failed because it tried to be innovative yet when you look at the core elements of the game back then, nothing about it was trying to push the envelope.


Admitting something failed because it tried (and failed) to innovate is not the same as saying innovation is bad.


I didn't say that you said it was bad, just that you suggested it was the main reason why 1.0 failed. Innovative is usually different, but different doesn't mean innovative and that's the idea most people take away from discussion about it. Yes, the ideas in 1.0 were different but they failed because they were bad.

I don't have anything bad to say about remote play. I actually think it could work well. The reason I was laughing was because in order to make XIV stand out, you had to be extremely specific with your parameters.

Regardless of whether they release TERA for PS4, XBone or Turbografix16... it's still noteworthy because of the combat mechanic and not what platform it's available on. I don't have to list any irrelevant parameters to distinguish it from the other options because it stands on it's own.

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HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#67 Mar 07 2014 at 7:43 PM Rating: Excellent
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FilthMcNasty wrote:
Smiley: laugh



1. Polish as defined as the game itself; it's cutscenes, its music, the lack of in game bugs. I was there for WoW at launch, it was impressive, but if you were there, there were "refunds" of days lost due to how many bugs there were. Every other MMO at launch I've played has not "felt" as solid to me. I understand FFXIV has server problems, but the polish I'm talking about is with the game engine itself. And really how could you argue against that? SE had years to optimize, tons of money and high stakes. It had to be polished. I played the PS4 beta for a week. Solid.

2. You can read a dictionary, great! The veil of innovation vs improvement is actually pretty thin. You just happen to cast an impossibly narrow definition on what's accepted.

Again I'm personally not against things that are truly outside the box, but for me: 1. Those things are unnecessary unless they actually are good and add to the game and 2. There are going to be people like you who wouldn't accept something as innovative even if it slapped them in the face.

http://massively.joystiq.com/2013/02/28/the-perfect-ten-creative-mmo-minigames/

The golden saucer could come out and have a snowboarding game but people would say, "Yawn, minigames have been done before, not new. " Or, "This is too much like FFVII, not innovative enough."

What's the point?

WoW introduced quest based, leveling, quicker combat and a seamless world. All the other ideas came from EQ and DAoC. Why did it really succeed? Because it was accessible. Because after the long queues and bugs, it was solid.

Warhammer had these awesomely innovative public quests that Rift ripped off. Where's Warhammer now? Rift is doing good, but I don't even know if Rifts are even used in Rift at endgame.

GW2 doesn't have quests, it's so innovative! Well...it does have quests, it just hides the numbers instead in lieu to bars; no trinity means shallow gameplay.

EQNext. It's minecraft + EQ. It's going to take over the world!!! Maybe, maybe not. If there's a good game under all of that, it's very possible.

Most of the time innovation is code for gimmick; something to whet people's appetite. As it's been stated, by others I'd rather have a solid foundation and work on improving and tweaking, to create something ultimately unique.

This whole discussion is mute anyway because the more innovative games are either indie/melding genres like DayZ, or bigger companies making games like Destiny, The Division, and other FPS that are incorporating (or co-opting) MMO elements. I think Yoshi sees this and it's one of the reasons why the game is so accessible. The irony here is that I can see FFXIV innovating or changing into something wholly casual, (and I don't mean hardcore's definition of casual, I mean FPS causal) to appease a more casual market.
#68 Mar 07 2014 at 8:36 PM Rating: Decent
Thayos wrote:
It's the first "next-gen" MMO to be cross-platform with the PS4 while also utilizing remote play...

Quote:
I... I just..


Thayos wrote:
Had no logical comeback? Smiley: wink


He might be laughing because there's already multiple cross-platform MMOs available on the PS4 which also use remote play (all PS4 games offer remote play).

In fact, DC Universe Online (complete with a game-wide graphic overhaul) was available on the day of PS4's launch and people got to have all the cross-platform, remote play, MMORPG fun they wanted.

Edited, Mar 7th 2014 9:37pm by LucasNox
#69 Mar 07 2014 at 8:48 PM Rating: Decent
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Kierk wrote:
1. Polish as defined as the game itself; it's cutscenes, its music, the lack of in game bugs. I was there for WoW at launch, it was impressive, but if you were there, there were "refunds" of days lost due to how many bugs there were. Every other MMO at launch I've played has not "felt" as solid to me. I understand FFXIV has server problems, but the polish I'm talking about is with the game engine itself. And really how could you argue against that? SE had years to optimize, tons of money and high stakes. It had to be polished. I played the PS4 beta for a week. Solid.


This game launched in 2010. If you're going to be fair and accurate you would have to make a comparison to other MMOs several years after launch. So much for your 'polish' argument.

Kierk wrote:
You can read a dictionary, great! The veil of innovation vs improvement is actually pretty thin. You just happen to cast an impossibly narrow definition on what's accepted.


That definition is pretty broad which is why I used it. You could take your choice of any of the words used to describe what innovative is, but none of those words describe FFXIV.

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Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#70 Mar 07 2014 at 9:12 PM Rating: Excellent
DC universe is cross platform with consoles only, not the PC. ARR will be the first to do it all.

Also, DC Universe On the Vita isn't nearly the accomplishment of getting a next-gen title like ARR to run on it. The graphics update for DC was very minor. ARR brings a much more polished, tech-hungry title with its dedicated gamepad UI further tweaked for the Vita. This sets the standard... Not a slightly more colorful DC. Whatever DC does has no real impact on future MMORPG titles.

And Filth, stop putting words in my mouth. Stick to using your own opinions, and don't try to change things I have said to prop up your arguments. Never have I said FFXIV failed because it tried to innovate. My opinion is XIV failed because what SE tried to do didn't work. Big, big, huge difference.

Sorry, but if there is one thing I can't stand, it's people twisting my words around or paraphrasing me without context. You are allowed to paraphrase, but you've got to get it right.

Quote:
Again I'm personally not against things that are truly outside the box, but for me: 1. Those things are unnecessary unless they actually are good and add to the game and 2. There are going to be people ... who wouldn't accept something as innovative even if it slapped them in the face.


Exactly.

And Filth, about this:

Quote:
This game launched in 2010. If you're going to be fair and accurate you would have to make a comparison to other MMOs several years after launch. So much for your 'polish' argument.


To compare ARR against MMOs that have been around for three or four years would be kind of pointless, considering ARR is a completely different game that's only been out for seven months. The only thing the same about ARR and v1.0 is both were registered under the FFXIV trademark. Other than that, totally different games. Different servers, different graphics engine, different architecture, different game mechanics, different maps, new client, different everything. ARR was literally made to replace 1.0. It wasn't an expansion, or even a true sequel (although it seems like one from a story perspective). ARR is a replacement, period.

To follow the logic that ARR is a four-year-old game, you could also say that SE previously made FFXI, so ARR is actually 12 years old.


Edited, Mar 7th 2014 7:38pm by Thayos
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#71Teneleven, Posted: Mar 07 2014 at 10:31 PM, Rating: Sub-Default, (Expand Post) Oh, are you a fan? That game is great if you like the pay to play style of gaming. That game is a cash shop *****. You can play for free... but good luck. For someone that doesn't want to bash XIV .. you are doing a horrible job. You are the new number 1 troll. Gratz! You get a lot of defaults!
#72 Mar 07 2014 at 10:36 PM Rating: Good
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LucasNox wrote:
Don't you also have the PC version though? Or other TVs?

This isn't a dig at Final Fantasy XIV, by the way. I just don't see the point of this remote play feature. Most people have more than one television. I think this is one reason nobody cares about the Wii U. Remote play with the Wii U controller is supposed to be one of the big features I think, but nobody really seems to care or use it.

Edited, Mar 7th 2014 6:19pm by LucasNox

Oh how nice .. You think everyone has a multitude of tv's. Wait... i bet you think everyone makes enough money to own a ps4 and a vita.
Oh, the probably saved it when they didn't buy the wii .. or food .. or rent.
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#73 Mar 07 2014 at 10:43 PM Rating: Excellent
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As long as they work in the original Gold Saucer music I'll be happy.
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#74 Mar 08 2014 at 12:38 AM Rating: Good
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Thayos wrote:
And Filth, about this:

Quote:
This game launched in 2010. If you're going to be fair and accurate you would have to make a comparison to other MMOs several years after launch. So much for your 'polish' argument.


To compare ARR against MMOs that have been around for three or four years would be kind of pointless, considering ARR is a completely different game that's only been out for seven months. The only thing the same about ARR and v1.0 is both were registered under the FFXIV trademark. Other than that, totally different games. Different servers, different graphics engine, different architecture, different game mechanics, different maps, new client, different everything. ARR was literally made to replace 1.0. It wasn't an expansion, or even a true sequel (although it seems like one from a story perspective). ARR is a replacement, period.

To follow the logic that ARR is a four-year-old game, you could also say that SE previously made FFXI, so ARR is actually 12 years old.


Sorry Thayos, but no. ARR is version 2.0 so if you're going to compare it to other games vanilla launch, it's not a fair comparison. Compare 1.0 to vanilla WoW or compare ARR to TBC. It's only fair.

You say yourself that ARR is a completely different game from 1.0. I've already conceded that it may be to some, though I'm sure you already know why it isn't to me. The problem with your logic is that there is no vacuum that XIV was placed in during 1.0. The 3 years between launches were used to take feedback, fix bugs and implement the new systems and engine. Call it a new game, call it an expansion... call it whatever the hell you want to call it. SE made pretty good use of that time to improve the game and any other game used for comparison should at least have the same benefit.

"Oh but SE had to completely toss out the original version of the game and install a new client, graphics engine, yadda yadda..."

Yeah. Who's fault is that?
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Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#75 Mar 08 2014 at 1:16 AM Rating: Excellent
Quote:
The 3 years between launches were used to take feedback, fix bugs and implement the new systems and engine.


At this point, we're just splitting hairs. Most game developers need much more time to develop such a polished game as ARR.

Don't forget that, during that time, SE was also dedicating lots of resources to fixing Version 1.0 (revamping the battle system, adding quests, adding instanced content, etc.) while also bringing an end to its storyline before shutting down the game for good.

They didn't just use Version 1.0 as a test farm for ARR... they pretty much handled 1.0 as its own game.
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#76 Mar 08 2014 at 1:20 AM Rating: Excellent
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1,556 posts
Valkayree wrote:
That is some pretty exclusive spoiler data right there.


I said not to read it if you haven't watched the cutscene. T_T It's quite a huge development and I am curious as to where they are going with it. I'll put large tags around it.

If you already have seen it, though: The whole idea behind Twintania is that he is controlling her through the collar you see wrapped around her neck throughout the fight. The collar that breaks into pieces to signify different stages of the fight. At the end, you see Louis and Nael Van Darnus working on something...more accurately: Bahamut's severed head. You can see a collar around his neck as well.

Catwho wrote:
It took the first expansion for us to get Kammy's true story, though. At the end of the original Rank 6 missions, he was still the creepy metrosexual leader of Jeuno but that's all you really knew.

I have a feeling Nero is going to be much more developed as the larger XIV story unfolds.


This is true. I just am having a hard time seeing Nero's motivations. Then again, if you said the same thing about Kam'lanaut after rank 6 and only had that to work off of, I don't think you could have hypothesized the rest of the missions plus an entire expansion worth of story. Smiley: lol

BrokenFox wrote:
As long as they work in the original Gold Saucer music I'll be happy.


This and only this. lol The piano collections version is so nice to listen to and so hard to play! I would really like to see a remastered version of this theme like they did with CT. :)



Also, as much as I hate Filth's argument that this game is 3 years old in certain aspects, it technically did not start from the ground up. I'm talking about things like graphics, locations, certain mechanics: just the framework. What they did was either improve upon those aspects or removed them in some cases (like graphics).

When I think about the story, I don't think it's fair to say ARR is 3 years old. They had to destroy the old world, pretty much, in order to start this story we see now. Yes, it had backstory as a result but so did WoW due to the books published during the RTS years. However, if you accidentally read some spoilers in this thread or on the net, you would realize this is a very weak statement to make!

It might be more appropriate to consider ARR's endgame raids. It really isn't fair to consider ARR to be 3 years old when it is clear these raids were conceived after 1.0's death. I mean..they kind of had to be. What else are you going to call The Binding Coil of Bahamut? :P

When I think about the game engine, I don't think it's entirely unfair to consider the entire duration of FFXIV's lifetime.

Innovation can be a detrimental thing as well. I believe 1.0's developers quoted their necessity to get away from XI and other MMO's framework as the reason they failed. Whether this is the case or not, I don't know. I never played 1.0.

Something innovative isn't necessarily successful by default. Take what was mentioned above: guildhests. Yes, I haven't seen these in another MMO before. Are they very successful though? No, not really. I personally found them to be an enjoyable break from the questing + occasional dungeon but it would appear the majority of the playerbase did not think this way and still do not.

I think 14 has some original ideas. I wouldn't stick around if it didn't. I like the nods to past FFs. Almost all recent FF games have something like this. If CT has shown success (and continues to be popular through 2.2+), I don't see why the Saucer would be a bad addition. At the same time, some of us are wary about these additions:

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Most of the time innovation is code for gimmick; something to whet people's appetite. As it's been stated, by others I'd rather have a solid foundation and work on improving and tweaking, to create something ultimately unique.

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Let XIV get the foundational things of an MMO right FIRST and THEN work towards uniqueness.


when the groundwork for 14 has not been necessarily stabilized.

Edited, Mar 8th 2014 2:51am by HitomeOfBismarck
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