The Multiverse – Episode #26: “Guest Starring: Green Armadillo”

Hello again, everyone!

Hopefully this Monday is treating you kindly, but to help with that we’ve prepared another episode of The Multiverse for your listening pleasure. This week we had the pleasure of being joined by Green Armadillo of the Player Versus Developer blog. A big thanks goes out to him for tolerating Ferrel and I on his first ever podcast. We were glad to have him along as he was truly a great (and very well spoken!) guest.

This week we talk about the closure of APB, PotBS going free-to-play, and the soft launch of Vindictus, Nexon’s latest oh-so-shiny brawler. We spend a little time getting to know GA a little better and then move on to our main topic: have we moved beyond the subscription fee and are they a blessing or a curse on new games.

Let us know what you think in the comments. As always, we welcome your email at multiversepodcast@gmail.com and promise to highlight any and all 5-star iTunes reviews.

Enjoy the show!

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[audio: http://vagary.tv/multiverse/episodes/multiverse26.mp3]

Accessibility in Cataclysm – Blessing or Curse?

A Note Before We Begin: In no way is this a “WoW is dying,” dead, or other kind of jilted lover post. Just thought I’d get that out of the way first 😉

Edit: Title updated to better reflect my thoughts.

Edit #2: I’ve been struggling to share the concern I have for Cataclysm-era WoW. This article may make it seem like I feel there will be a lack of content and that’s not the case. I’ve updated a paragraph regarding the amount of heroics (thanks GA). There will be as much to do as there always was, I just think we’ll be putting it all on farm-mode quicker than ever before. That’s the side effect of accessibility. Part of that is because of the dungeon finder, which I admit to loving. Part of it is because that’s simply how we’ve been trained in Wrath. In any event, after the article, please take a second to check out the comments section. There may be more there to answer any questions this post raises for you.

On the last episode of the Multiverse (incoming later today, thanks Ferrel!), guest, friend, and fellow blogger Green Armadillo drew my attention to an interesting behavior taking shape in pre-Cataclysm WoW. The behavior, as a direct result of the incoming emblem-to-Justice Point change, is that players are cashing in any left over badges they have towards heirloom gear, lest they be given gold instead. Most players, seeking the biggest bang for their buck, are picking up every peace of experience boosting gear they can get, totaling at 25% bonus experience per kill.

On the surface, that sounds great. The core of WoW has always been in its end-game, so players can be forgiven for taking the path getting them there quickest. The problem, of course, is rooted in the very same reason Tobold is declining to try the beta: the more you see, the less interested you become. Players will rush through old Azeroth, begrudgingly level through Outland and Northrend, and then enjoy the brevity of the 80-85 experience before diving back into heroics and raids.

Except, once it’s done, it’s done. There is no making Cataclysm new and fresh again. What is once rushed through is trudged through on the second attempt and given up on before the third. Before long, the player finds himself waiting for the next expansion, still unheard of through the pipeline. It’s a strange message Blizzard seems to be sending. The revisions to the old world seem to say stop and smell the roses while their emphasis on heirloom gear adds but do it as quickly as possible.

Taken at the surface, there doesn’t seem to much to complain about. Leveling is quicker than ever before, more raids, better graphics, new stories– the works. New players coming into WoW have never had it so good.

The problem is that Blizzard is setting themselves up to fill a role they doesn’t seem to be able to. Accessibility is great and I love that we’re moving that direction, but everything about Cataclysm just screams do it now, do it fast. Dungeons are quick and easy with fewer of them to worry about. Raids are broken into smaller, easier to digest chunks. Players only have to worry about leveling five times instead of the previous 10 (though the length of each level is yet to be seen). In short, the barrier to entry is lower than we’ve ever seen it before. The natural consequence has got to be that we’ll also complete this content quicker than ever before, sans the 80-85 experience. And that would work, if there was enough content to support it.

All of this would be fine if Blizzard moved to an expansion-a-year release cycle. That’s been their goal according to nearly every Blizzcon in recent memory. Yet, the fact that we still wait two years between each release seems to say that they just aren’t able to meet that. We’ve all said that their “release it when it’s done” policy was admirable, but, like all creative works, over-indulgence can be detrimental. This is where accessibility might just be the bug that bites their back.


Deathwing: ushering in a new age of... prosperity?

If the game opens doors to all players, more people than ever before will find themselves waiting between content patches. If you’re not a raider, Cataclysm will offer less to you than any expansion before it– unless you want to reroll. Less levels also means that heroics will go in one of two ways: there will be less gear in each dungeon or the gear will overlap. From there, we move into the path of least resistance, as players pick and choose which dungeons are worth running. We get dungeon neglect, similar to how most players find the ICC trio of 5-mans preferable to everything else.

Though the dungeon finder will surely alleviate that, it will also ensure that every player who wants to see a dungeon can– and as soon as possible. This will be the first expansion where the dungeon finder is available from day one. While the good side to that is obvious, the flip side is that they’ll all move into farm mode sooner than ever before. Doing dungeons will move into silent speed runs similar to what we have now, in all likelihood, before we even hit 85. And how long before that tires you out? Something tells me that’s not what the developers had in mind and is perhaps a silent evil they hadn’t anticipated when implementing the LFD tool.

Accessibility is good if you have the content to support it. While Cataclysm may offer some great things and a new vision to World of Warcraft, it might also usher in the longest period of pre-expansion burn out in the game’s history. Unless Blizzard moves to a yearly expansion– and sticks to it (*fingers crossed*) – all this accessibility is going to drive people away. I’ve always said that there’s wisdom in slowing the player down, even if they think it’s less fun. Wrath backed that premise up, as there’s basically two raids worth doing in the current game. And once you’ve been in and “seen the content,” how much is there to keep you coming back?

I’m not a hater, so don’t mistake this post for a rant. Honestly, I’d love it if they met their expansion-a-year goal. I’d be happy to play only WoW if it could support it.  But, here, I can’t help but feel like they’re banking on replacing us; for every one of us that drops out, two more people subscribe to WoW as their first MMO. Maybe that’s even good, fresh blood and all, but I have to wonder how deep this pool of new players actually goes. My prediction is that we’ll see a boom in population over the first six months and the first cries of “there’s not enough to do” by twelve. I hope I’m wrong because that would mean a whole year of people feeling detached from the game. Don’t get me wrong, lots of raiders will be happy– there’s lots of raids I hear– but, well, even the most hardcore raider will run heroics in his downtime. If there’s not enough variety outside of raiding, everyone loses.

WoW needs Cataclysm. It was growing long in the tooth before we’d even heard the buffeting of Deathwing’s approaching wings. My fear is that they’ve made a bargain they can’t support. In a year with major releases like SW:TOR and Guild Wars 2, perhaps the smartest move isn’t to rush players through with heirloom items and streamlined end-game.

I have to ask, once they’ve seen it once, would any player re-roll and do the same 85 levels over again or would they try something new? I’d have to think Arenanet and Bioware may just see Cataclysm as a blessing in disguise.

First Impressions of Vindictus

The following was written after the first hour of play and several more researching forums and fansites. If anything is misrepresented here, please feel free to share it in the comments below.

Follow-Up: As I played the game for another hour or so this evening, I encountered an issue I’d only heard about previously. When you enter a dungeon, you’re entering an instance hosted by a pre-selected member of your party. Animations for mobs and your party members are based on that connection. If it’s poor, the game cuts big chunks of the animations making everything jerk and flash across your screen. So, alternately, the game can go from lots of fun to a frustration from party to party. As yet, I don’t know if there’s a punishment for dropping group mid-dungeon. The game is still in one of those extra-extended F2P open betas, so I won’t consider it a game breaker until the game actually launches (what the difference between “launch” and “beta” is really negligible when you get to keep your characters). Be prepared if you plan to roll now.

Your first boss battle and a little girl's pet: ain't it cute?

Vindictus is an interesting game. On one hand, the game clearly stands out in contrast to almost every other MMO on the market. It’s not action bar based, out-details nearly every other MMO on the market (if not EVERY other MMO), and puts an emphasis on fast-paced action. Battles are big, viscous, and have the ability to feel epic. As a matter of fact, within the first few minutes of playing you’ll find yourself fighting one of the nastiest spiders ever to grace the genre; it’s your mission, as a noob, to stop the massive arachnid, also, and very strangely, a little girl’s pet (who got her THAT for Christmas?), from destroying the town chapel. On the other, it feels very familiar, almost to the point of wondering why we haven’t seen a game like this already.

All of the awesomeness comes at a cost, however; Vindictus differs from your average MMO in several important ways. First, and perhaps most notably, is that there is no open world. Instead, following the tutorial, you are thrown into a dockside town whose ships serve as the launching point for instance-based missions. You’ll visit NPCs and see a story unfold but at the end of the day you’ll find yourself limited and possibly even feeling the lobby-esque nature of the world more than you’ll like. As you can probably infer, this means that there is a lot of instancing. Without a world, you can expect towns to be pretty packed. The game performs well, though, so most machines should be able to run it on decent settings with little lag. And, for a game that looks so good, that’s a really nice thing.

With the game being so self-enclosed, it does lead me to the conclusion that the game isn’t an “MMO” in the sense that WoW is an MMO. Really, though, I find it to be another grain tipping the scales towards a re-definition of the term. Even without a world, Vindictus delivers on much of what we’d expect in a more traditional game of the genre: loot gathering, dungeons, crafting, story, economy, and more. What’s more, crafting will be one of the most important aspects of the game, as reports indicate that dungeon loot is sparing at the best and non-existent at the worst. The importance of that loot is yet to be seen; however, I think the brawler nature of the game demands it play an important role. The developers have also hinted at arena-style PvP.

Though you will customize your avatar to make it uniquely your own, every player will choose a pre-set character to experience the story; available now are melee types Lann and Fiona

What struck me about this game is similar to what struck me about FFXIV: this is what we would get if a console game was turned into an MMO. It has been compared to God of War and rightly so. It’s not exactly what we’d expect yet it delivers on almost every level of an online counterpart. While it offers up the opportunities of player interaction common to online RPGs, it also retains a lot of the hack-and-slash epic combat we’ve come to expect in console brawlers. Players can  use the environment to their advantage, picking up items (and bodies of vanquished foes) and hurling them at the enemy and sending them sprawling. Encounters are scripted, yet much less in the antiquated “take action A, then action B, move to point X, execute action C” type manner that pervades most MMOs. Through deft camera work, voice overs, and high definition graphics, fights here really trump anything I’ve seen in LotRO, Aion, WoW, or WAR.

Then again, even though the games are within the same genre, we’re talking two very different experiences.

Since I’m still very early in, I’ve yet to experience much of the social scene. I was surprised to see a complete lack of WoW comparisons in chat, though, and that was a very nice change.

The game is free-to-play and, as yet, I’m not sure what that will mean for the game. The item shop is still under wraps, but I’ve been reading a bit about a “token” system that sounds a lot like a play-limit for non-payers. Effectively, the system breaks down like this: each week you’re given a certain amount of tokens that you use to enter dungeons and experience the main content of the game. Each dungeon costs a certain token-amount to enter, with higher level dungeons costing more. Deciding which dungeons to run will play an important part in determining how much you’ll get from the game over the course of a week. From my understanding, it’s possible to use your weekly tokens in a day or two, should you be inclined to do so. I can only imagine that they’ll be selling extras in the shop.

Then again, as the game stands now, the token system may serve the same purpose as FFXIV’s fatigue limit: slowing the players down. While FFXIV has lots of content, I can’t help but feel like, for a game without an open world, there aren’t enough dungeons to keep things fresh for too long.  I mean, there are quite a few, and lots more still to be released, but from this list, it’s hard to imagine grinding not playing an important part in leveling up. If all the dungeons are fun, that may not be a problem. But, like so many things, I haven’t seen it for myself, so I’ll reserve judgment.

From my reading and initial play, I’m left with a very positive impression. The most important thing to remember in reading any critique of this game is that it’s being offered for free. If the game doesn’t have enough to do now, okay, just come back later. In many ways, I feel like the game is designed to be picked up, dropped, and picked up again a few weeks later. That’s the beauty of this payment model, you’re not married to the game, it’s simply a toy to have fun with. Taken as such, Vindictus is primed to change the face of what we expect from free-to-play games.

Postscript: I’m in the process of editing up some of my own videos, but, in the meantime, why don’t you check out this one of the game’s first major battle…

The Post-WoW Haze

Something happens to me when I play WoW, and I’d bet it happens to a lot of players. When I play, I do it to the exclusion of most other games. I recall looking at my PS3 through this last bit and thinking that it looked a bit sad, gathering dust on its stand. My Guardian on LotRO sits on the character select page, the same level and gear he’s worn for months. Sure, I try other games but I find myself unable to invest or losing interest before the first month.

I don’t think I’m alone with this because WoW is such a wide spanning game. It breaks beyond the limits of traditional gaming and welcomes you into a new social world; a place that expands well beyond the game itself, such that one could easily spend hours a day just ingesting everything that is WoW. There is always something to look forward to, something to speculate upon, and something to lose should you be gone for long.

Like a bad relationship, when you finally step away it can leave you in haze — but a unique haze. I’m sure we all carry on just fine in our personal lives. But, losing the game creates a little gap that’s hard to miss. We try to fill that gap with new games, probably free-to-play, and might even like it. It’s like a honeymoon phase with freedom, you discover what you’ve been missing. After a while, though, you find yourself dissatisfied. A little something will be missing, something you can’t quite put your finger on. From there, it’s easy to become cynical, especially if the game left you hurt in some way. This is, I think, the root of much hate the game receives.

Those are sure-fire examples of the haze WoW can leave you in and a good example of where I find myself now.

It’s not all negative, though, I don’t want you to think that. I’ve been down this road at least twice before, so it’s not quite as… boring… as is was the first time. Boring is the word for it, because it suddenly feels like you’re not getting as much from a favorite hobby. Again, a gap and all that. Those two times show me that, indeed, the haze does pass and sooner rather than later if you just “let go.”

The answer to escaping the post-WoW haze is threefold: don’t burn your bridges, accept that you and the game can peacefully co-exist; accept all the fun you had, appreciate it, and that it’s OK to come back down the line; and, last, invest yourself into something new. And let that something be what YOU think is interesting. Don’t worry about what other people have said, this is for you.

For me, I’ve spent the last week playing through Red Dead Redemption and God of War 3, because sometimes it’s good to just take a break from MMOs all together. I’ve never been one for long breaks, so I’m back to them now, but I’ve found keeping at it when it’s just not working isn’t a very good idea.

But, MMOs: I’ve decided to go back to LotRO. The changeover to F2P has a lot to do with that, but, honestly, I really enjoy that game and appreciate the studio behind it. I’m only level 44 and my plan is to finish off as much of the epic story as I can. We’re shooting to be as “kill ten rats”-less as possible before making it to Moria. I hear there’s a squid there that needs a can opened. Then, of course, is FFXIV.

It’s taken me a long time, but I’ve come to the point where I find it hard to be bitter against games. I mean, good games that I’ve spent time enjoying. Lots of folks feel the need to vent after they leave WoW, and that’s fine, but I’m just not feeling that animosity. WoW is a great MMO. I have more hours in that game than ANY game and its because there’s something to love there. Blizzard has done great – even if you disagree with some of their recent choices, you have to admit that they’ve made an awesome product for millions of people. WoW, simply, is what it is.

It doesn’t last forever for most of us, but once you’re out of the funk and have explored the possibilities and excitements that other games offer, the return is all the better: you know why you play and what keeps you coming back, and you know what it is to appreciate.

Vertically Challenged May Not Be So Bad.

With Chris being gone and the readers of Game By Night at the mercy of whomever stops in and posts, I have decided to make my move and subject you all to yet another rambling from the dark recesses of my skull.  God Speed readers.

Recently, I have been reading a lot of posts about the coming of Cataclysm to World of Warcraft.  That is, the expansion, not the downfall of the MMO giant.  One of the things that I have come to realize over the years of bouncing between two personalities (the one that is a total fanboy and the other that is imagining what type of pitchfork to storm Blizzard HQ with) is that WoW is really boring just before expansions.  Even with the recent additions of Ruby Sanctum and the relatively new ICC content, the game just slows to a halt. Something about knowing  all of the work you put in now, will mean nothing in a few months time makes the experience… meh.  This seems to be the nature of any game that increases its vertical game rather than it’s horizontal.

Cataclysm is going to revamp the 1-60 and provide new content post 80.  It is arguably the best expansion, imo, they have come up with yet.  Mainly because they are refocusing in on the leveling experience and not just the meta end game.  And this is where my brain started spouting what ifs.

Cataclysm is adding both and endgame and the new content, so we know that it is possible for them to pump out content on both fronts.  Yet the WoW path pushes you into only two valid options for extending your game time: Raiding and PvP.  Everything else is just utilized to get you to these two end game goals.  Where is the time spent on making the rest of the game enjoyable for non-raiders/pvpers?  I can’t think of any.

As the industry giant, it surprised me to see that they have not been more innovative on this front.  Sure they add new dungeons to explore, but most of the time it is more in line with a tool to get you into the next raid more efficiently (also read skip over older raids) rather than something to promote a longer more enjoyable game play scenario.  Ive mentioned this to people before and have often been confronted with the option of, “Well do some of the older raids if you want a new experience.”  The problem is the fact that I am trying to find something fun to do and it seems like the only option is a raid, be it old or new.  Don’t get me wrong, I love raiding.  However, when I need a break, doing an older version of the same thing feels like being handed a pencil when I am sick of my selection of crayon colors.  Sure I can scribble away creating new varieties of the color gray, but in the end Im stuck with something dull and crappy colored that was more or less a watered down version of the initial experience.

This isn’t meant to be a slam on World of Warcraft, but AAA endgame focused games as a whole.  I look at the games that I have the most fun playing and it tends to be the games that offer me a variety of experiences outside of the holy trinity.  No not that holy trinity, the Raiding, PvP, Crafting holy trinity.  Games that deviate and offer fun things to do like decorative housing, vehicle racing, music options (go lotro!), heck even gambling are largely more entertaining on a day to day basis.  Call them mini games if you want, but I find that these can be great mini experiences that really add flavor to a game’s entrée.

If WoW continues on the same way it has the last two expansions, we will see minor innovations and large reskinnings of the same experience we have had the last few years.  Exploring the changed lands of Azeroth will be AWESOME!… the first time through.  Maybe even the second.  And then we are right back where we started with content we have seen and nothing to do but level and get to cap so we can raid or pvp.  Even that will eventually lose luster and we will be sitting in the same spot we are now. Unmotivated to take on content that will easily be erased by the next expansion.

If the expansions were more horizontal in nature, we would have so much more to do as a whole on just the raiding front.  Say the game stayed with a 60 cap.  All of those zones, raids, dungeons, experiences would be options for your end game rather than requirements to get there, or passed over unused content.  Making alts wouldn’t be a chore as much as a new experience.  One path would turn into 60.  All that gear? Interchangeable adding new flexibilities to your personal looks and customizations.  One raid wouldnt stand out at THEE raid.  Players could enjoy what they thought was the most fun and still continue to participate in the newer content without taking a huge DPS/Healing/Tankage hit.

It may just be me but I really think this would improve how the game is played, not take away from it.  I guess deep down I am just tired of seeing the ceiling get higher while the walls of boredom close in on me. Come on developers, let’s see some expansions that add to the game rather than trading old content for new. The funny part for me is that the most innovative titles in this area seem to be the in the “less quality” F2P market.  Go figure.

What do you all think?  What are your thoughts on the Horizontal/Vertical Expansion?  Do you think a change like this would add or take away from your game experience? Would it increase the longevity of a games fun for you?

Let me know in the comments.

Thanks for reading.

Yogi

The Multiverse – Episode #25: “Episode XXV – We Don’t Need No Stinkin’ I”

Hey Gang,

Even though I’m absent this week, I wanted to pop in to share the latest episode of the Multiverse with you. Ferrel was at DragonCon this week, so Riknas and I held down the fort talking about everything under the sun. Specifically, here are some of the things we hit on:

  • Cryptic serves up their first weekly episode; Cryptic as a studio; possibilities for the future
  • Mortal Online “One of the most iincomplete MMOs ever released” says lead developer
  • PAX and DragonCon have begun!
  • FFXIV Open Beta – public reception and Chris’ thoughts

I hope you have as much fun listening as we did recording. Remember, you can contact us at multiversepodcast@gmail.com. We also highlight 5-star iTunes reviews, so drop us a line!

Enjoy!

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[audio: http://vagary.tv/multiverse/episodes/multiverse25.mp3]

May Not Be Around This Week; Hear Me on MMO Voices

Hey Guys,

Without turning this into too much of a personal post, I just wanted to let you all know that I may be around much this week. My step-father is having some serious health issues (heart and respiratory) and my family is really in disarray. I’ve been spending most of my time at the hospital without much opportunity or interest in gaming. I’ll get back to it, but this is one of those times when everything else has to be put away for a few days.

In case you need a quick Chris-Fix ™, check out the latest episode of the MMOVoices Podcast. They were kind enough to have me on as a guest and we spent a good amount of time talking about the FFXIV open beta (we’re all in it… except for Gavin who’s been working through a move). As always, it was a lot of fun and I really enjoyed getting to hang out and talk games with them. I consider them a sister podcast to the Multiverse, so if you like what we do, you’ll love these guys.

Anyhow, I hope you all have a good week in gaming. I can’t wait to get back into things when all of this is over.

– Chris

FFXIV is Meant For Consoles; a Suggestion for ALL Players

My wife says I'd look like this guy if I was an elf kid. I look like anime?

The more I play through the FFXIV open beta, the more apparent it is that the game is really meant to be a console experience. Everything about it just screams “port.” From the menu design, to the seeming expectation for players to only hop in for an hour or so a day, FFXIV is the console MMO we always said we wanted. To the average console player, virginal in their expectations and prejudiced against the typical MMO timesink stereotypes, the game probably seems pretty cool; a bridge between single player and MMO gaming. I’m very much left with the impression that Square wants this to be the Final Fantasy fan’s introduction to the world of MMOs.

The problem, of course, is that we’re all veteran players and have all of the expectations that comes with that. We want controls that we’re familiar with and we want them optimized for the keyboard/mouse before anything else. We want the freedom to throw ourselves at it for as long as we’re willing, and we want the stream of rewards WoW made famous.

That’s just not this game. Honestly, I don’t think FFXIV is the MMO for MMO fans. This is more akin to a persistent world version of Final Fantasy 8. Heck, running around through Limsa Lominsa, you could be forgiven for look for Balamb Garden over the next rise.

With that in mind, I decided to plug in an after-market PS3 controller I bought from Gamestop (used) for $15. It was a breeze to set up in the configuration utility and WOW, what a game changer. Interacting with the game goes from being obtuse to simplistic and natural. Seriously, if you’ve ever played a console game, you can get the hang of playing FFXIV in seconds. Not using the mouse cursor also gets rid of any perceived UI sluggishness, which supports that it was never the UI to begin with: it was the game cursor.

As I played, I started to notice that my perceptions about the game started changing too. The simple act of using a PS3 controller made me feel like I was sitting in front of a TV instead of desktop. Combat no longer seemed sluggish, but more in keeping with the PSone era Final Fantasy titles. I started multi-tasking and exploring menus while I was running around. Interacting with everything was so much smoother that I explored the city and talked to the citizenry for the fun of it, not because I had to. In short, FFXIV changed from an MMO into an online console game. The difference is subtle on the surface but the difference it can make in your outlook is tremendous. Not to mention, removing the layer of crap that is the keyboard/mouse control scheme just makes the game more fun, plain and simple.

Is that Balamb Garden I see out there?

So, instead of looking at this as the “Final Fantasy version of Aion/WoW/LotRO/Etc.,” try looking at it like an online version of your favorite entry in the series. If you’d asked me ten years ago how I felt about having to grind XP in FF8, you wouldn’t have heard a complaint. That was what you had to do to advance the story and get to more bits of awesome gameplay. That is the exact same thing FFXIV is asking you to do, only they’re giving you more choices in how you play and a massive world in which to do it.

Don’t believe people when they say this game is no fun. It is. If you look at the complaints, they’re almost universally based in comparisons to other MMOs. It doesn’t hold up and it’s no wonder people feel let down in that way. And, you know, I don’t blame them. Why shouldn’t they compare it to WoW or any of the other myriad titles? It IS an MMO after all. But, when you break from that mold and take FFXIV for what it is — an online console game — the differences are much more acceptable. It may not be that MMO outlet you want, but that doesn’t mean it’s not a good game in its own right.

The suggestion: Most importantly, and no matter what else you do, pick up a game pad before you play. It will change the way you play and, if you’re like me, how you look at the game. Maybe it’s bad that you need something like this to enjoy the game to its fullest but it is what it is. Get it and save yourself the frustration.

Updated Expectations for FFXIV

With open beta registrations still wholly in the dark, I’ve been stalking FFXIV Core all day waiting for an update. Though Square has pretty much said “hold tight” and little else, I’ve found reading the boards to be especially interesting. Up until today,  they were largely dominated by the very optimistic but very uninitiated Final Fantasy fan. People’s excitement was really at a fever pitch, and still is, but we’re seeing a bit more reality creep into posts. Responses are pretty much as you’d expect, either “it’s BETA dummy! What do you want from a BETA? Don’t you know what BETA means?!?!?!1” to the simple “pre-order canceled.” I have to say though, most of the reactions being posted are overwhelmingly negative.

Aside: Both of those option are extremes, but, I’m getting tired of hearing this beta excuse. Yeah, it’s in a testing phase, but let’s not delude ourselves into thinking we’re getting a different game at launch. If the game is lacking content now, it will probably still be lacking it later. Anyways…

The issues are, surprise surprise, grinding and a lack of content. Well, to be fair, that’s not all. Little annoyances are cropping up and bugging people, such as the mouse cursor being tied to your FPS. Some people are claiming that the UI is sluggish, too, but other people say it’s fine, so I’m taking it with a grain of salt. Keen supports some of these and adds his own thoughts to the mix, so take a look for thoughts within our community.

After reading today, my expectations and excitement for the game have dimmed a little bit, so I’m hoping I’m wrong.

This is a grinder. I know, I said repeatedly that SE would be stupid to make 14 grinding based.  The problem is, your PvE seems to be limited to three things: story missions, guild leves, and grinding. According to this thread, both missions and leves are incredibly limited. Leves are limited to a total of 8 every 48-hours. Story chains are every 10 levels. If the threads are to be trusted, you get a single quest line, doable within an hour, for your first ten levels.  By the sounds of it, everyone but the “jump in and do two quests” type player will probably hit a wall. During the downtime, players will have to grind. This is me eating crow, but as Pete from Dragonchasers recently tweeted, should we be surprised at FFXIV following the Japanese formula?

Now, I don’t necessarily mind grinding. I’m actually hoping that these mechanics will push people towards grouping up more (an aspect of MMOs that desperately needs revitalizing). I have to wonder, though: if progress is throttled by an XP amount instead of time, wouldn’t that just mean you run out of XP quicker? I suppose it will encourage players to try new classes, but I can see this being a big problem for lots of people. Modern MMO players don’t like to grind and FFXIV is likely to suffer the same fallout as Aion because of it. The difference between the two is, of course, the class system. Exploring the classes is a big part of the fun, so I’m expecting it to offset the grind and progress cap.

Lack of Endgame: I’m stretching on this one, but I’m not the only one that’s questioning SE because of this. What exactly is the end-game of FFXIV? They’ve said nothing about it – other than having large-group leves (raids). That’s great, except it’s totally untested and that makes me nervous. How do you have a quality raid without testing it? How do you have a quality quest-chain or leve without testing it for that matter? With progression being throttled, this may all be in the works and ready to go when the community gets there. I don’t think I’m alone in wanting a few details on what we’re actually working towards, however.

Now, I’m usually the kind of player that enjoys the journey as much, if not more than, the destination. The problem is, if I’m going to grind, I want to know the destination is worth it. In Aion, I was happy to grind to 25 to experience the Abyss. Except, once I got there it was a big, empty disappointment. I never ground out another level after seeing that my reward was an empty pinata. FFXIV is much more story driven than Aion, however, so progressing the narrative adds a lot of motivation. The problem is in how compelling they can make the story. They’ve done good in the past, so I’m reserving judgment. Still, I’m keeping my expectations here low. If I can play past level 20, I’ll consider my money well spent.

I’m still optimistic about the game; you won’t see me cancelling my pre-order. These are important considerations — especially the grind and group-centric nature of the game design — and have put the game into a more realistic light for me. As a rule, I take fansite articles with a grain of salt. This is one of the truest tests any MMO can face: pre-release buzz, does it help you or harm you? Right now, it’s still too early to say. Here’s hoping I get a key to see for myself.

PS: Does anyone else find it ironic that the “open beta” was open for less than 8 hours before they stopped letting people in? Server load, schmerver load. To most players, this simply looks like shoddy planning and a shoddier response. Square Enix absolutely cannot approach this game and its community the same way they approached FFXI. Times have changed and so have player’s expectations.

Update: Keys are now being released! I just grabbed mine. Get it while it’s hot!


FFXIV: Excitements, Concerns, and Beta Problems

Click to visit the beta application page

After a brief delay, the FFXIV open beta is back on. I’m usually steer clear of betas, but I’ve been following this game too long not to try it out. It’d be like having to look at a new toy for three weeks before playing with it. So, around ten o’clock last night, I started paying close attention to their beta site. I missed it before going to bed, but it looks like they opened overnight and promptly crashed due to server load.

The problems thus far haven’t been unexpected, but, like always, I have to wonder why Square-Enix didn’t plan for the attention. I mean, this type of thing always seems to happen and they know that tons of people will be hitting the servers. It seems like a lot of unnecessary frustration.

Anyways, I woke up this morning and started right off trying to get a key. After a few timeouts, the following message popped up:

Applications for the FINAL FANTASY XIV Open Beta Test have been temporarily suspended. Please wait until we are ready to accept new applications and then try again.

From what I’ve found on the various forums, it looks like they’re opening and closing the giveaway page pretty randomly. The best advice people can give is to keep trying. Darkfall’s release honed my refresh-fu but Squares is a little bit more of a pain since you have to re-login after every refresh.

All that being said, I’m going to keep trying. I know that there are a lot of things people are concerned about and, honestly, I share some of them. The fatigue system isn’t as bad as people are making it out to be, but it’s still an weekly limit nonetheless; I’m just hoping it won’t effect me. I’ve also heard that there’s a lack of quests when guildleves run out. I’m planning on having to grind, which I don’t really mind as long as the gameplay and story are good.

Am I the only one who’s skeptical of their “let’s only test 20% of the game” philosophy? I hope they crammed all the important stuff into that first 20%. It makes me wonder how they’re so sure of the other 80% of their guildleves and leveling content.

Anyways, all of that is won over by the things I’m excited about. I LOVE that I can be any class. I love that there are two sets of levels and dozens of things to work on. It also seems like Square-Enix stays a lot more true to the designers design philosophy than other companies. They seem to listen to player’s concerns without giving up on what they believe to be core fundamentals (ala fatigue). I like that. FFXIV won’t be for everybody, but, like FFXI, it should make for a great main game for its target audience.

I’ll keep you posted on if I make it in. I’ve already pre-ordered, so I’ll be in before the Sept. 30th street date either way.

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