Wisdom of Nym: No, Final Fantasy XIV reliability isn’t a bad thing

    
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It's actually fine.

There’s a common criticism of Final Fantasy XIV that I frequently see and agree with. The argument goes that basically, five years out from the relaunch, FFXIV is predictable. Every patch will contain a set number of dungeons, each of which features three boss fights. Each patch features either a new 8-person raid or a new 24-person raid. There’s going to be another chapter of the ongoing story and you can even guess about the upcoming beast tribes and crafting updates. They are reliable.

I agree with this criticism… up until the point that the individual in question labels this as a problem.

Some of this, I think, is just a matter of perspective. A lot of the time, this comes from people who are playing FFXIV and nothing else and don’t realize that five years of content on a clockwork schedule is actually really spectacular. But some of it also comes from expectation mismatches and years of exposure to a lot of titles reinventing themselves completely to varied degrees every couple of years. So let’s actually talk about this a little bit.

You can do some of this, too.My suspicion is that there are two real “sources” for this particular criticism. The first source is people who are only passingly familiar with the game but more familiar with, well, the larger context of MMOs, wherein major rewrites are pretty much expected. If you watch the cycle of updates following expansions for basically any other MMO you care to name, you’ll see lots of huge changes of systems, update cadence, and general game mechanics. None of those things have happened, so FFXIV must be kind of stagnant, right?

The other side of things comes from players who want some upheaval because that consistency does mean that you can have been running the same general sort of endgame for the past two and a half years. But that raises a question of how much of that is a result of stagnancy in the game and how much is, well, stagnancy of individual play.

To use that same stretch of time, since then we’ve had the Deep Dungeon, Eureka, the revamped Diadem, Alliance Roulettes, Normal Raid Roulettes, and new PvP modes and structured rolled out. And I am only counting stuff that can actually reward either tomestones (or tomestone-equivalent gear); we’ve had other additions, but these are the ones that actually impact endgame the most.

What is that endgame that we’ve had for the past two and a half years, then? It’s pretty simple. You can earn 450 of the most recent tomestone per week; you can earn one weapon token from the last fight of the most recent normal raid per week. Get seven tokens and pay some tomestones to get a weapon, pay variable amounts of tomestones for every other piece of gear. Rinse and repeat, you can most definitely mark when you’ll get your gear on a calendar if you’re so inclined.

The thing is… you’ll note that there are a lot of ways to get tomestones. Lots of different ways. This means that your individual rotation for getting those 450 tomestones every week can be very different from everyone else’s. You can do Expert Roulette for five days and cap out that way. You could also do Expert, Alliance, and Main Scenario for two days, then do one more Expert to cap out. Or you could do Expert, Alliance, Main Scenario, and Level 70 for two days and probably cap right there. You could fit in Trials or Normal Raid or Leveling in there, too. The point is that there are a ton of options, and most of them are at least somewhat inclusive of elements that have been in the game for a long time.

All of this is disregarding the piles of stuff you can do that isn’t related to kitting out your main job, as well. Even if you never want to bother gearing or leveling more than one job, there are still side stories, beast tribe quests, and assorted extra challenges. Add in crafting and gathering and you usually have custom deliveries to make, new crafts to take part in, and new items to scrounge up. And then there are challenges like the upper floors of Heaven-on-High, or progression content…

I also support actually blowing up Rabanastre. I still don't like it much.

The overall development ethos of FFXIV has long been that if it’s not broke, don’t fix it. Players are even getting a new form of open-world content added in 4.5 with the inclusion of Blue Mage. There’s always new stuff being tried; it’s just that the core gameplay loop has remained pretty consistent. And that is, in fact, a good thing.

It isn’t a failing or a lack of understanding. The portion of players who really gets into high-end progression content is tiny, but the team still finds new ways to offer them different content, including the Ultimate trials this time around. You might not have enjoyed Eureka (and a lot of people didn’t), but it was a genuine attempt to do something different with the game and offer a different gameplay style. You might not like PvP, but even that gets regular update, and a lot of people seem only peripherally aware it even exists.

That’s not to say you can’t ever get bored with it. Lord knows I do. There are a lot of times when I make a point of capping out for the week and that’s about all I do (as mentioned, that isn’t exactly a challenge to accomplish). But that’s not a failing of the game, that’s just human nature.

Imagine, for a moment, that you have a lifetime subscription to your favorite restaurant so long as you always order the same dish. In fact, let’s assume it works like Five Guys, in that there are lots of variants on it, but it’s still the same basic meal every time. If you like that hamburger, you can cycle through lots of variants each subsequent night, and it’ll keep you fed each time, but eventually you’ll start to get tired of the hamburger.

It’s not that the hamburger got worse, it’s that you’ve been having it every night for a long while, and eventually having something really good presented on a regular basis makes you analyze the small failings all that more closely. You start to feel like it must the the restaurant’s fault instead of thinking that maybe you need to just take a little break, go have some salad or some tacos or whatever, and come back to your favorite burger place after you have some space.

But it doesn’t mean that there’s something bad about the burger place. It doesn’t mean that it should be serving tacos. It just means, like… sometimes you need a different meal. It’s human nature.

So yes, I agree, FFXIV is really straightforward and consistent and reliable with its updates. But that’s not a bad thing; it’s a sign that the game’s developers know what works and how to continue delivering consistently. When your criticism of a game is that it’s too consistent, that might actually be the best problem to have.

Feedback, as always, is welcome in the comments down below or via mail to eliot@massivelyop.com. Next week, let’s talk about the live letter we know is happening on Friday. Sure, we’ve already got a lot of details from the fan festival, but I’m sure there will be new things to talk abut.

The Nymian civilization hosted an immense amount of knowledge and learning, but so much of it has been lost to the people of Eorzea. That doesn’t stop Eliot Lefebvre from scrutinizing Final Fantasy XIV each week in Wisdom of Nym, hosting guides, discussion, and opinions without so much as a trace of rancor.
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Vincent Clark

@Eliot, you’ll be tickled to know that this article has set reddit and Mr. Happy’s youtube channel on fire. Well done :)

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Dragoon Heart

I have been playing Final Fantasy XIV since release
Regardless of its so-called multiple updates they’re only remakes of old content there is only so many times you can play one dungeon with different difficulty settings and I’m sorry the endless gear grind which is absolutely senseless since it will be obsolete by the next patch there is only so much endless grinding players and paying customers can handle making the overall gaming experience very dull
if they would take the time to actually apply it to the story plot and improve the quality of overall main quest story to keep players interested in the game
I’m starting to feel with this next expansion that it will be the end of Final Fantasy XIV because of the fact there will be nothing else that could follow the end considering final showdown with the empire
and killing the God
And many players feel the development team of Final Fantasy XIV does not care about their fan base are their paying customers like many of us have been suggesting about the NPC exclusive races to unlock them so we can play them
do they listen absolutely not They prefer to put in a race that has nothing to do with the game such as Vera then to unlock the races that they already have like Padjal Lupin and the Imperial race with the third eye

just like some players have been requesting bullwhip classes which I can understand for cosplay reasons does the development team listen absolutely not
So as far as for seeing this new expansion I’m going to buy it to end the story content but I do not have any high hopes for it because they are not wanting to fix any of the major concerning facts as far as for story plot , races and job diversity , frankly this is my opinion when I say I see this as a another failure like stormblood they hiked it all up just for a major let down
good job yoshi-p
If they would just take time to
listen to their players

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Aggrax

“Updates are just remakes of old content.” So, the Burn dungeon was just a remake of old content? Or the 4 new fights in the Alphascape raid? Or the Suzaku trial? Or the entire new Eureka zone complete with a completely new system for creating cross job actions for that zone? All of that is recycled content to you? Even when they do make hard mode versions of dungeons, more effort is put in to them than a lot of other MMOs harder dungeons. Hard Mode dungeons have new layouts, new areas with different looks and three completely new bosses in them.

This one is pedantic, but gear power is increased every *other* patch, which I like as it gives me as a casual player time to slowly accumulate it. Also I’m not gonna argue with you over story because that is way more subjective, but in general I’ve quite liked Stormblood’s story most of the time.

Now, this next part reminds me of a tweet from Insomniac Games a bit ago regarding criticism of their Spider-Man game. Just because a game company doesn’t do what you want, doesn’t mean they aren’t listening. But not every suggestion is good, or doable, or wanted as loudly as some people in the player base seems to think it is. To address your specific point, the player base has been wanting Viera, specifically that race by that name, for years, to the point that it was one of the biggest hopes for a lot of people when Heavensward was rumored to have a new race in it. Giving us Viera is, quite literally, listening to a large amount of players and giving them what they want. Meanwhile, each race you mentioned has major issues with implementation. Padjal are an extremely rare Hyur offshoot (seriously there are like a dozen of them around tops, making more would require a massive lore rewrite), Lupin would have a big problem wearing armor with their head models (Au Ra horns already cause similar headaches) and the Garleans would be completely unable to play half the jobs in the game (That third eye means they can’t use magic. No Black, White, Blue or Red Mage, no Summoner, No Scholar, No Astro.)

Oh, and whips are notoriously difficult to model in 3-D games and designing an entire job around adding a weapon that people want for RP purposes seems like a big use of resources for a rater niche request. People also want One-Handed Axes, Crossbows, Maces, Warhammers, Shortbows and everything else you can find the the PHB under Martial Weapons.

((Edited by mod. Please review the commenting code.))

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Dragoon Heart

clearly you don’t know the game clearly you haven’t been there since release date on PS3

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Vincent Clark

All I took away from this rant was “shut up, I know more than you!”

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Aggrax

Note: Deleted old comment since I couldn’t get the edit button to appear so I could reword what I said.

No, I have not played since PS3 launch, I’ve played since around 2.3 or so, on and off as money and time allow. Regardless, no matter how much time either of us has spent playing the game, neither of us is part of the dev team. We don’t know every restriction they have or all the feedback they receive. We only know what we see from the slice of the fandom we interact with.

However, it’s my personal opinion that what we can judge is the devs reaction to controversy, problems and issues that crop up with the game as a way to see how well they might actually be listening. Under that criteria, to me, the FFXIV devs seem like they are actually listening to their players quite a lot.

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styopa

Oh no, regular predictable content updates?
That’s like complaining that you’re too rich or too pretty. I guess maybe there’s a downside somewhere … but only if you fail to consider the alternative.

The other way is WoW: pay $50 for a game…pay $170/year to play…wait (random) years for meaningful expansion. Maybe you get a patch or two with some trivial shit (meanwhile the online store is always getting new items!), but mostly what they add are time-grinding dailies that will instantly be outdated dead content at the next expansion.

Look, I liked wow for years and years. But I’m loving FFXIV, and frankly feel like content comes out fast enough that it’s materially reducing my feeling of ‘approaching the final tape’ to nearly zero.

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Threevo V

No, the entirety of yoshi p and team are risk averse to a fault. When you combine the monotony of the games progression structure with the fact that anything in ff14 that isnt savage end game 8 man content can be done half awake with leveling dungeon greens, you create a lack of incentive accross the board for most, excluding the glamour farming, minion collecting RPer i suppose.

Ff14 has traditionally traded in the good will for players that support the game long term for the possibility to gain new players with the same strategy that worked on us back in 2.0. To new players who dont know any better, the fresh experience is completely engaging, and the most disheartening truth of this all is that SE knows full well that THAT new player will yeild a greater revenue return in a years time than the veteran player who has long since seen the forest beyond the trees is likely to drop out of a sub until the next big patch.

This entire article is an attempt to sweep that observation under the rug.

Ff14 has constantly jumped around with various micro systems and side content, usually left borderline undercooked, unrealized, and/or outright abandoned.

Reliability is fine, but as a development team for an mmo to be almost completely creatively bankrupt is just tragic. Those of us who have longed to enjoy the game since its “rapture” code name found its way online, and who have played through most of 14s lifespan, see clear as day the wasted potential here once the glitter wares off, and fresh new players (who se almost exclusively focuses on) come in and experience the great first impression and wonder what the big deal is with critical conplaints online and in game.

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Vincent Clark

“but as a development team for an mmo to be almost completely creatively bankrupt is just tragic.” We are clearly playing different games.

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Threevo V

Unfortunately i played the same ff14 that existed at 2.0 to now. I know full well what game this is, as my initial statement was not some toilet to shower thought, but rather something that has garned a lot of thought by many people in who share the same sentiment.

The damning thing about this subject is that the time old saying “if your enjoying it good for you” always applies here, because ff14 has much to enjoy for those that have yet to experience it. You can surely come out and say you have been playong since arr and love it todaybjust as much as back then, and inwould have to take your word on it, but if that were genuinely true, i would say that is an extreme exception to the current rule.

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Vincent Clark

I started playing halfway through 2.0. What do you think they should be doing, what risks should they be taking? I can list several things where I think they took a risk, tried a different piece of content. Some of them were successful, some of them not so much. But, they tried and they are still trying.

You claim there is a lack of incentive, yet the team has made great strides in creating incentive to do old content and new (roulette system is just one example).

We’ve got fewer dungeons this expansion, but the quality of the dungeons and their replay value outshine the HW dungeons. Shallow’s Compass (just one example) is still a remarkable looking dungeon and I’ve ran through that thing at least 50 times.

You have your opinion and I respect that, but I’m looking for the alternative. What is it that you want them to do?

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Threevo V

Yoshi p has often expressed an extreme disinterest in exploring any form of meaningful engagement outside of 8 man savage raids in regards to genuine win and lose conditions – everything outside of said content lacks any form of agency for which a player would feel justified in obtaining a power increase since there is nothing for which said power increase would need to be applied. What happens here is the bulk of the game becomes a question of why bother.

Why bother capping tome stones if anything i would want to engage in doenst even remotely require the ilvl that said tome gear would provide? Roulette dungeons pose VERY little if any real meaningful challenge and can be cleared with minimal gear invesment.

Why bother with pvping for pvp gear when when players are all synced to create an equalized playing field?

Why bother with the relic weapon grind (take your pic of any expansions version of this) when the grind itself yeilds no substatial reward or relevance outside of week 1 and week 2 savage pushing advantage. And like tome gear gear, there is nothing a player can engage in outside of savage that would meaningfully benefit from the power gain afforded by a relic weapon.

Why bother with any of the npc ai systems including the upcoming npc trust system when said content for which they are applicable is so accessible, easy and automated?

Why bother engaging in the crafting economy when everything that comes from crafting is 3rd rate and gil is borderline useless?

Beast tribe dailies? Gold saucer? you will notice that most of these aspects first and foremost yeild cosmetic rewards and that is almost exclusively the incentive in place. Dungeons are fun the first few times, but their linear nature combined with no threat makes them boring very quick.

I have often said that 14 would benefit greatly from a more horizontal approach that doesnt create a situation where ones progression is rendered obsolete so quickly. This is a polarizing point i often make, but I strongly feel that a longer gap between updates will allow a lateral approach for players to feel their work carries a tangible reward that can be applied to other aspects of the game, of course with updates being larger and with a restructure to how progression and incentives work.

In combination with meaningful 4 man content that does not coddle players, ie actual challenge that would make ilvl progression mean something besides arbitrary scorecard. Give us meaningful itemization that influences how we approach a given job. Give us item pop spawns – FCs can work toward aquiring certain items that can be used to spawn particular NMs when certian conditions are met for a given zone that an FC group can down for rewards (the NM would be interactable by those in the party that used the spawn item, we dont want hunt nonsense) as well as creating a temporary effect for that zone that would benefit all that are questing of farming in.

Give the overworld more meaning, let it be at the very least slightly dangerous.

Im going to stop myself here as there are A LOT of things i could go into here, but this post is already becoming unwieldy.

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Vincent Clark

“What happens here is the bulk of the game becomes a question of why bother.” That could be applied to just about every MMORPG out there.

1. Roulette dungeons were never there to provide a “challenge”, although it’s good to acknowledge that word is subjective.

2. Relic weapon, the reward is–and always has been–the item itself. To this day, some of the HW relic weapons are the best looking weapons in-game. I didn’t grind it out for whatever minimal stat difference I would have over other weapons, I did it because it looks amazing. And still does.

3. This may be controversial, but putting everyone on the same playing field (gear and stat wise) for PvP and allowing the focus be on “skill” is what PvP should really be about. They completely revamped their entire PvP content and introduced MOBA elements for flavor and I’m still hearing “lacking in creativity”…/shrug.

4. Not to be rude, but your crafting and gil comments are completely off the mark. As in, way off (imo).

5. Overall, your comments suggest you just want more challenge and harder content. Given the very small percentage of the population that engages in that type of content and the lengths that SE has gone to provide more and more of that type of content…quite frankly, I think you’re asking too much. The grass is always greener on the other side, as the saying goes…until you hit the other side.

For my sub money, I’m content. More than that, I find that things like the design of the Suzaku primal fight still amaze me and I still laugh when everyone wipes the first day of the new alliance raid dropping.

Somewhere_Elsewhere
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Somewhere_Elsewhere

Gosh, where do I even begin with this thing.

“Yoshi p has often expressed an extreme disinterest in exploring any form of meaningful engagement outside of 8 man savage raids in regards to genuine win and lose conditions – everything outside of said content lacks any form of agency for which a player would feel justified in obtaining a power increase since there is nothing for which said power increase would need to be applied.”
So the game’s most difficult fights have the game’s best rewards yes? This is a bad thing? Also I guess Relic weapons and Ultimate fights totally don’t exist, since you only mentioned Savage fights.

“Give the overworld more meaning, let it be at the very least slightly dangerous. “
In Eureka you can lose levels if you die. It’s happened to me. It’s nerve wracking. There’s also specific spawn conditions for NMs spawned by parties. Eureka is far from perfect, but it certainly can be scary. Going out to rez other players before their 10 minute window is up, knowing you could die yourself and be in the same situation, is a rather uniquely tense experience that feels nothing like a Savage fight.

“Beast tribe dailies? Gold saucer? you will notice that most of these aspects first and foremost yeild cosmetic rewards and that is almost exclusively the incentive in place. “
And…. how is this bad? Golden Saucer is a goddamn casino, of course the rewards are cosmetic. You’re also skipping how some of the beast tribes are completely invaluable for leveling crafters and gatherers, or how the Vath tribe unlocks chocobo items that are otherwise very difficult to acquire (the Vath storyline also rules btw).

“Why bother with pvping for pvp gear when when players are all synced to create an equalized playing field?”
Because it’s literally a pure test of player skill. They have seasons, tiers, rankings, and even have the Feast finals in Vegas.

“Why bother with the relic weapon grind (take your pic of any expansions version of this) when the grind itself yeilds no substatial reward or relevance outside of week 1 and week 2 savage pushing advantage. And like tome gear gear, there is nothing a player can engage in outside of savage that would meaningfully benefit from the power gain afforded by a relic weapon.”

Um, first off relic weapons don’t yield this. What the hell game are you playing? They are BiS by the end of the expac. Secondly, Pyros is legitimately a fun area to mess around in. Dragoon with tank defense that can cast regen? A White Mage or Red Mage that can shield everyone in the entire instance? Yes please. Having speed boosts where you can outrun mounts? Limited practicality but certainly fun. It’s basically a sandbox and while it’s very unfortunate that it’s gated behind Pagos, it turned out to be a legitimately interesting and original piece of content that I will mess around in simply for fun at this point.

“Why bother engaging in the crafting economy when everything that comes from crafting is 3rd rate and gil is borderline useless?”
You mean unique items of every kind, both cosmetic and practical, including accessories that are calculated to be Best in Slot for the rest of the expac, and gear that can make any class viable in anything less than later Savage fights immediately? What should we be crafting exactly? I’m also very grateful for the gil that allowed me to buy a house.

And hell half the game is horizontal progression. I really could care less about a zone area buff, especially for “Questing” when that’s like the easiest part of the entire game. Cosmetics, better gear, mounts, orchestrion rolls, housing items, minions, these are all completely tangible rewards that can be farmed or obtained either by working with others or working alone.

If none of those things appeal to you you’re definitely playing the wrong game. Maybe go play Black Desert Online, it’s all over “horizontal progression”. Or maybe MMOs aren’t for you.

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Threevo V

clearly….

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Dragoon Heart

I have been playing Final Fantasy since 1.5 release date back in August 2013 and the complaint is always the same the lack of creativity of the main quest storyline the diversity of jobs and the lack of races and NPC exclusive races as far as for the main quest scenario they pay no attention to it whatsoever therefore showing their lack of creativity everything is the generic stereotype story good guy bad guy good guy never loses his temper so us true players who have been with Final Fantasy since the beginning doesn’t hold this new expansion in high hopes we learned that with heavensward and stormblood Final Fantasy XIV doesn’t want to take risk and focus on the actual story content and game development

Somewhere_Elsewhere
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Somewhere_Elsewhere

“I have been playing Final Fantasy since 1.5 “

You’ve been playing since a patch that never existed?

Also, the Warriors of Darkness were stereotypical bad guys? Nidhogg didn’t have any sympathetic motivations? Fordola and Yotsuyu weren’t morally ambiguous? Alphinaud and Lyse never developed as protagonists? Gaius hasn’t had any character development? Please tell me if Ysayle was always a good guy or always a bad guy, I’d love to hear your answer.

((Edited by mod. Please review the commenting code.))

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Aggrax

He seems to have gotten us confused, since he yelled at me earlier in the comments about you calling him out regarding his incorrect patch information. Read that if you want to laugh at more wrong information.

Nice points on the characters BTW. Shame Gaius is absolutely, definitely dead and totally *not* a new character that has shown up recently. Nope, not him in the slightest.

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Sorenthaz

Agreed. FFXIV has its boundaries of sorts, but it finds way to push those creative limits within their boundaries. The entirety of Eureka for example is a way to bring FFXI mechanics into FFXIV. The Rathalos Extreme encounter does its best to emulate a Monster Hunter fight within FFXIV. Big fights end up being cinematics within a boss battle, dazzling folks and bringing them in for a ride they didn’t quite expect to see in an MMO.

It’s like they know what they can/can’t do in the broadest sense, but those hard limits/boundaries don’t feel like they’re ever 100% reached.

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styopa

I don’t get it. You complain about creative bankruptcy, but Blizzard didn’t have this and STILL HAD THE SAME ISSUES, IN SPADES.
Personally, I’d love it if Blizz had been a little LESS creative and baked-in a game system, power curve, etc and STUCK WITH IT. TBC, WotLK, Cata, etc would have all been BETTER games on a linear power curve from vanilla rather than an exponential one.

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Threevo V

Well i never once brought blizzard into the equation myself, and the point you bring up is a whole other separate elaborate discussion in itslef regarding the pitfalls of break neck patch release cadence and a steep vertical progression curve vs trying to maintain an mmo with longet lasting incentives accross a more horizontal environment. Wow did that farily well at its height ie it never operated under the same cyclical nature at the speed that ff14 does as of alternating between catch up and progression patches. The irony here is current wow is almost EXACTLY guilty of the very same issues that bring 14 down: underdeveloped / poorly implemented systems, artificial time gated progression, higher frequency burnout which resulted in an overall lack of incentive.

Im sure im out manned in this thread but my mind cant be changed as i have put far too much thought into this entire genre as of late.

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Lily Cheng

In other words, there’s no point discussing the topic with you because no amount of facts or logical arguments is going to change your mind since you’ve spent more time thinking about the genre than you have playing it.

Well thanks for the heads up before anybody else has to type anymore.

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Threevo V

I mean you can try and reduce it to that without paying attention to the explanations that i have laid out.

I was relatively fair tbh. The last thing im doing is talking out of my back side.

WrathOfMogg
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WrathOfMogg

I agree. But I think where the team needs to innovate and shake things up is the job system. They stripped away cross-class skills, tried limited role actions and then gave up on the initial plan of those. They need to find a way to make jobs more interesting, more flexible in terms of gameplay, and less strictly rotational. And no, BLU doesn’t count.

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Vincent Clark

Thanks, I’ve been waiting for you to tackle this particular topic for ages now. Well done.

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Koshelkin

#firstworldproblems

John Artemus
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John Artemus

“…five years of content on a clockwork schedule is actually really spectacular.”

THANK YOU!!! As a western gamer I can’t tell you how incredibly refreshing it is to have an MMO that is reliable, consistent, and doesn’t feel the need to reinvent the wheel every couple years or so.

In the West, developers feel like if they are not constantly updating and changing stuff, the game will get stale and they’ll lose players. That’s large because most Americans have ADD. So our entertainment reflects that. Especially in movies and in video games.

Great article. So nice to see SE’s consistency get some love. I’ve been saying this for quite some time.

Alyn
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Alyn

Thanks Eliot. Great article once again!
Reliable. Nothing in my daily experience says reliability is ever a problem. FFXIV sits there on my desktop pleading with me to come back and play-

I am seriously considering making the jump from the vaunted World of Warcraft from which I have developed a 14 year love/hate relationship with. FFXIV, for those you wonderful Readers out there, is truly a beautiful mmo. Eliot and many others have chronicled the phoenix rise from the ashes story of this venerable old mmo. No single mmo on the market today can match this awesome rebirth story. I have viewed the documentary twice. Inspiring!

With all the rough news this year, SquareEnix , generally has been spared from anything nearly as awful as some of the events we have read and shared on this site. That’s a real plus. It is Japanese and not Korean. There IS a cultural difference. I spent but a few months experiencing the world. From my standpoint, I have seen only support form the community in-game. Maybe what we need right now is a game we can actually relax with and become wrapped into a wonderful and fascinating story along the way. You do NOT have to be a raider in this mmo. You can choose your path to some degree and I like that.

I still desire the wanderlust of a good mmo-

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agemyth 😩

With all the rough news this year, SquareEnix , generally has been spared from anything nearly as awful as some of the events we have read and shared on this site.

Square Enix inflicted the worst game of 2018 upon themselves and the industry, The Quiet Man. 😛

(I know you were speaking about the MMO team and this industry in general.)

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Louie

I am blown away to learn that this game was actually developed by Square Enix and not just published. What in the world

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agemyth 😩

I didn’t realize they actually had development credits on the game XD I’m pretty sure most of the work was done by Human Head which I also didnt realize until just now is also the developer on the new game published by the Warframe people, Survived By.