Final Fantasy XIV: Initial impressions

My wife and I recently started playing Final Fantasy XIV, in part because it’s been a long while since we played an MMO together, and also because her chain-playing LoL ranked games isn’t healthy for anyone. Currently we are level 13, and the game overall has been enjoyable.

In terms of graphics the game is pretty fantastic IMO, even better than ESO. FF avoids a lot of the uncanny-valley problems ESO ran into with character models, and in terms of landscape I’d say they are about even. Effects and such seem more impressive or appropriate in FF, and I think it blows ESO out of the water in terms of animations, story presentation, and just the overall impact the graphics have on the enjoyment of the game.

We both play at 1900×1200, and on my current machine (i7 Sandbridge overclocked to 4ghz, ) I can easily run the game fully maxed out at a stable 60fps, while the now 6 year old Alienware runs the game near the default “standard desktop” settings well-enough. The only notable issue is that sometimes, quest NPCs don’t instantly load on the older PC, which is a bit annoying as my wife sometimes has to wait a few seconds for them to appear. After some settings tweaks this happens less often however (maybe once or twice per hour).

Sound isn’t always a huge factor in MMOs, but in FF it most certainly is. From the awesome nostalgia of the classic FF theme used on the home page, to mixing in the battle theme after a fight, FF14 is an MMO that uses its rich and storied IP and puts it to good use, rather than feeling weighed down by it ala ESO.

On the gameplay front so far everything feels solid. It’s most certainly a themepark MMO, but rather than trying to mix in a thousand things to try to be something else, FF14 embraces that model and refines it down to the best parts.

It has a central storyline quest chain, but unlike in say GW2, here you actually are the central hero actually doing stuff, rather than a silent and nameless sidekick. At the same time, it’s presented in better fashion than the “you are a god slayer on day one” that was the ESO main chain. It’s also build into the zones, so you aren’t returning to the ‘main chain’ instanced hole in the ground. It’s a bit early to definitively say if the story and progression fully pay off, but so far it’s interesting and something we look forward to rather than just being in item on a checklist.

Speaking of checklist items, I do like the fact that FF14 doesn’t flood you with 10 quests the moment you step into a quest hub, but rather seems to always have 2-4 quests at a time, with more opening up as you finish the first batch, often with logical references or reasons as to why someone now wants you to do something. It might seem like a small thing, but IMO it really does help you focus on each item rather than just looking on the map and seeing where the concentration of ‘stuff to do’ is highest. To me this is a perfect example of refining the themepark model to make it better. Sure ultimately most of these quests are pretty standard “kill 5 of this”, “collect 3 of that”, “go talk to that guy” tasks, but how they are presented and their pacing goes a long away.

This ‘less is more’ design also extends to items. Rather than being flooded with random junk or ‘white’ items, so far it seems like questing is the main source of upgrades (haven’t gotten into crafting), and they are paced well. The game auto-loots mobs for you, but since most times you just get a bit of money, you aren’t really focused on killing something for what it drops, but rather because it’s a quest objective. I very much appreciate not having to play the “dump 90% of your inventory at a vendor” game after every questing session. The lack of gear flooding also means it’s easier to focus on questing and actually playing rather than on constantly fiddling to gain +1 to whatever stat.

Finally but perhaps most importantly, I’m really enjoying the combat. This is again another example of refining themepark combat rather than trying to do too much. FF14 is pretty standard tab-target combat, but I think it’s slower than games like GW2 or ESO in terms of global cooldowns and how often you mash skills, which IMO is a plus (I can actually watch the animations rather than focusing on a hotbar!). If I want FPS-like combat, I can play Darkfall or, you know, a FPS. I don’t really need or want my MMO with target locking to half-ass ‘action’ combat just to say it has ‘action’ combat. You don’t; you just have more annoying/spammy tab-target combat.

Currently the only stuff we haven’t been thrilled with have been the public quests, called Fates in FF14. So far almost all have been ‘kill a bunch of stuff until the bar fills’, and then they just end. I think what really made WAR’s PQs great is they had stages, and each PQ felt like it escalated during those stages. Stage one was normal mobs, stage two was tougher mobs or larger waves, and stage three you got a boss. That felt like an event; and at the end you left feeling you actually accomplished something. With Fates you just feel like you killed a few mobs for a bit of XP. I think the lack of a more meaningful reward, combined with the lack of a visual leaderboard and ‘end of PQ summery’ screen, also diminish the experience. WAR’s PQs felt like they belonged to the zone they were in, Fates feel like someone put a spawn circle at random spots in the zone and called it a day.

The nice thing about playing the game at a casual pace is that we now just skip over Fates and continue on with the stuff we enjoy, and the game doesn’t punish us for it. If anything, it seems we are a bit ahead of the XP curve just from questing.

Couple of quick questions for FF14 vets:

I think the group size is 4, is that correct? And I’ve heard that if you duo, you can fill the other two spots with combat pets? Details here would be cool. I’m playing a tank and Aria is playing a dps mage, can we get/hire a healer and another dps NPC? So far we haven’t come across any such option.

When does dungeon content start, and how does that work? Group finder?

I’m pretty sure at end-game you have raiding, but is there anything else? Something that would work well for our duo? How is the raiding overall, if we decide to go down that path?

Posted in Final Fantasy XIV, Guild Wars, MMO design, The Elder Scrolls Online, Warhammer Online | 29 Comments

What happened to all those WoW-babies?

TAGN, in a post about the closing of Vanguard, brings back a theory that was pretty popular around the 2006(ish) timeframe; mainly that those who played WoW would ‘grow up’ to eventually play a ‘real MMO’. Let’s revisit that theory today.

As I mentioned in the comments section over there, I think a good number of WoW players did ‘grow up’ and went looking for something better/deeper. How many is the impossible question, but I think it’s pretty safe to say that if WoW never happened, the MMO genre wouldn’t be the size it is today, supporting all of the different MMOs we have out. To that extend, WoW did bring in a lot of new players, and those players did ‘grow up’ to look for something else.

The problem today is ‘something else’ is either EVE, meh at best, or minor-league garbage. Now let’s be very clear here; no MMO was ever or will ever be a ‘WoW-killer’, but that is mostly due to the fact that WoW was a pop-culture phenomenon. Yes, prior to WotLK it was also a very good MMO, but it wasn’t 12m+ players good.

The same can be said today about League of Legends, the ‘real’ WoW killer; it’s a very good game, yes, but it’s not 40-60m or however many active accounts Riot has. LoL right now is benefitting from similar pop-culture status that WoW did, though arguable to a lesser extent because ‘vidyagames’ are more common and accepted today than even in 2006, so playing something popular isn’t front-page news-worthy.

I think a similar story can be written about the current massive success of Clash of Clans (the #1 grossing app still). Farmville laid the groundwork, and without doubt some of those players ‘graduated’ to a ‘real game’ in CoC. Because much like WoW and LoL, CoC is a great game, but is its design really “highest-grossing app out for over a year” great? Or did the pop-culture snowball effect kick in at some point and millions upon millions of people started playing because everyone else was, or because TV told them to?

Let’s get back to MMOs, or more accurately, the lack of either a great one or few with proper aspirations. I think the market size for a great MMO ala EVE is around the 500k-2m range. EVE is the king for virtual world design, but even by its own admission is somewhat niche. It might be the perfect version of Excel in Space, but at the end of the day it’s still Excel in Space. But I think a more mass-market, well-done MMO can get and retain around 2m players. Problem is every title that has tried has been horribly flawed and failed. LotRO, WAR, Rift, SW:TOR, ESO (I miss anyone?); all aimed at millions and fell well short, as each just isn’t great (or even good).

Then we had the problem of niche titles not defining their niche correctly. I think (hope) we are somewhat past this as indicated by titles like Pathfinder Online, Shroud of the Avatar, and Camelot Unchained. None of those titles have promised to be a WoW killer, or to be the next big thing. All, from what I have seen, are embracing their niche, and I hope that embracing extends to the business plan and surviving on 50k players or so. The only big whale I see crashing is Star Citizen, and even that has already kinda made its money (which is insane, but a totally different topic).

So yes, the WoW babies grew up. Not all 12m however, which confused not just readers but also the industry as a whole for a number of years. Seems like people are finally figuring it out, and now we just have to wait for the results when the next wave is released.

Posted in Clash of Clans, EVE Online, League of Legends, Lord of the Rings Online, MMO design, Pathfinder Online, Rift, Star Citizen, SW:TOR, The Elder Scrolls Online, Warhammer Online, World of Warcraft | 8 Comments

Need an ArcheAge beta key

If you have a spare, send one over to the email in the top-right corner. Thanks.

Posted in ArcheAge | 3 Comments

You pulled: “Go directly to F2P, do not go sub, do not collect $15”

I’m guessing someone has made this point already, but I haven’t seen it so here you go:

The recent trend of paying for the beta and/or alpha of an upcoming F2P MMO is just a re-branding of an MMO launching as a sub game to milk it’s core fanbase, failing with everyone else (and perhaps even the core), and switching over to F2P in 3-6 months, without all the obvious bad PR about moving down to the minors.

It would be cool if the genre could focus less on how best to position sub-par games and squeezing every last penny out of them, and more on producing something worthwhile that players will happily pay for.

Posted in RMT | 8 Comments

ArcheAge: The next big… something

Thoughts on ArcheAge as my “desperate for anything half-decent at this point” eyes glance over at it and its upcoming release:

I still don’t get what a ‘sandpark’ is, in terms of what you are trying to accomplish. I mean I get that best-case it’s the best of a sandbox in terms of open-ended content mixed with the ‘driven when you need it’ content of a themepark, but those ideas somewhat contradict each other. Plus let’s be honest, ‘best case’ isn’t exactly what the genre has been doing for the last decade.

Building on the above, one of the early criticism I’ve heard about AA is that the first X of the game is the ‘same old’ linear themepark questing, and that the ‘fun’ stuff doesn’t become an option until later. First, if your core gameplay (combat via questing) isn’t fun or engaging, am I really going to keep playing so I can fly around or sail a boat? I mean maybe I will, but I kinda doubt it. Second, why would a game not focused around, say, farming, keep me interested due to the farming? If I want farming, can’t I load up a game dedicated to that?

Realistically my hope is that AA is decent enough to fill a few months of time, both as a game to play as a duo with the wife and also (longshot) something that is good-enough to draw a solid representation from Inquisition so we can get into guild stuff. I’ve honestly stayed away from too much info about it because in large part I don’t care that much, but also to prolong the ‘newness’ phase with the game.

Get excited everyone…

Posted in ArcheAge, Inquisition Clan | 7 Comments

CoC: Growing our social mix

Growing up I always hated movie tie-in videogames. I think part of the hatred was fueled by what magazines like EGM were writing at the time, because the guys working had to actually play those games to review them, and you could easily tell they hated it. But it also came from the fact that poorly made yet ‘popular’ titles were taking attention and sales from stuff I liked (namely RPG games prior to FF7 making RPGs cool).

Fast forward to today and this here MMO blog, and things haven’t changed all that much now have they? Back when liking WoW was cool, I was here railing against it because that game was drawing away attention from stuff I liked. Of course history shows I was right, and mimicking post-TBC WoW set the genre back a decade, but that annoyance of the crappy-but-popular thing still remains.

Only today instead of movie-based games, we have “popular because popular” based games like the Kim K iPhone game which is making truckloads of money. Who could have guessed that someone with a giant following of idiots could make a product designed around parting idiots with there money (F2P trash titles) and turn that into a cash cow. :shakes fist:

Not all is sad and lost however. A surprising number of readers here have followed my wise advice and gotten into Clash of Clans, and I think so far everyone has been pleasantly surprised by the quality and depth of the game. And as more people join up (clan is at 27 members now), the social/team aspect increases as well, which as we all know is the secret sauce to turn a good game into something really great.

The game, from a social aspect, also has a bit of old-school 40 man raid culture, in that a few more dedicated players can assist or ‘carry’ those who are more casual, and the group as a whole can still progress and succeed. It’s almost impossible IMO to find a large group of very dedicated players who also like each other. Usually either you are hardcore and tolerate each other based mostly on skill rather than personality, everyone is casual and derpy, or you have a mix. But the mix only works if the game supports it, and thankfully CoC does.

Joining note: Clan name is “Supreme Cream!”, in your message just mention the blog or I’ll think you are some random. Only ‘requirements’ are that you are active during clan wars (use your two attacks), and that you aren’t a complete puddle when it comes to improving your layout/strategy.

 

 

 

Posted in Clash of Clans, World of Warcraft | 19 Comments

DOA: EQ Landmark

66% off already on Steam huh SOE? Whelp, at least you have EQN coming… soon?

Posted in EQNext | 8 Comments

Missing Jester already

Out of all the interesting stuff Jester wrote about, I think my favorite were his takes on happenings at CCP and what they likely meant for the game. Now granted, I haven’t looked into how accurate those predictions ended up being (guess pretty accurate?), but I always came away from those posts with a better understanding behind the ‘why’, and a good glimpse into CCP and what they were doing.

The news that CCP Seagull got promoted makes me miss Jester. I need a post telling me what this means, whether its good or bad for EVE, and why it happened.

Posted in Blogroll, EVE Online | 10 Comments

Dear Trion

I can’t ‘reserve’ a beta spot for ArcheAge.

I can buy a spot.

There is a difference, and pretending there isn’t doesn’t make your emails more appealing.

Posted in ArcheAge | 13 Comments

So Two World II is not good

As the seemingly endless summer of “wtf do I play now” continues, I fired up Two Worlds 2 to give that a shot. Things aren’t going well on that front.

The single biggest annoyance is the voice acting, especially for the main character (you); it’s beyond terrible. It’s so jarringly bad it pulls you completely out of the game, and has me dreading talking to someone in the game, which is not exactly a good thing for an RPG.

In addition to the voice acting, the animations during conversations and cut scenes are atrocious as well. Random, misplaced gestures, uncanny-valley filled movements, and really no rhyme or reason to any of it that would help build characters.

The crap trifecta is completed with poor writing and more nonsensical dialog. The character you are playing is trying to be a badass in every dialog, whether he is actually doing something heroic like saving someone, or something simple like learning how to craft. Within the first hour I’d had enough.

The shame in all of the above is the rest of the game seems pretty decent. The graphics overall are really good, the music fits, and while the controls aren’t perfect they get the job done. For me however that’s not enough; if I’m playing an RPG, the core RPG aspects can’t be a mess.

(Divinity: Original Sin is a title I have my eye on, but Steam conditioning is in effect and I’m waiting for a sale that includes the DLC. Plus for a ‘one and done’ title, I’d rather play a fully patched-up version as well. All of that said titles like Two Worlds make waiting a hell of a lot harder.)

Posted in Random, Steam Stuff | 6 Comments