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yoshida explanations

narmitonarmito Member Posts: 13
FFXIV:ARR and the Battle System Part 1 (Get ready for a long read!)

Producer/Director Yoshi-P here.

Thank you all so much for your feedback.
I'd first like to start off by apologizing for the heavy lag caused by the increased frequency of FATEs during our previous test. A majority of the problems with auto-attack not activating and position lag stemmed from this, so everything should be working relatively smoothly during the next test session.

Now then, I have a lot of ground to cover here, but I think it's about time I address the battle system. It's been quite some time since I've written a long post like this, so get comfortable, grab a cool drink, and prepare for a good read. In the future, I hope you guys keep what I cover in this post in mind as you continue to provide feedback.

?The Idea Behind FFXIV:ARR Battles and Content?
I've talked about concepts for the game's battle system and content in interviews before, but as a response to feedback here, I feel the information in my interviews doesn't quite get the point across. The last thing I want is for you guys to start debating back and forth over points that have yet to be made clear, so first I'd like to set some groundwork and clear up a few things. 

?Monsters and Their Role in the Game?
Rather than focusing on encounters with common enemies out in the field, we want to place greater emphasis on FATE, dungeons, bosses, and other content we're preparing for A Realm Reborn. At the end of the day, normal enemies seen running around outside the cities aren't meant to require a great deal of effort. In contrast, when facing a boss while trying to clear a dungeon, for example, we want players to give it their all and have a fun time doing so.

?FFXI and FFXIV?
When FFXI released on PlayStation 2 a little more than 10 years ago, console gamers were able to experience an MMORPG for the first time. Although FFXI is no longer the only MMORPG on a console, there are but a few, and FFXIV will again be the first MMORPG experience for many console gamers. With this in mind, we designed the battle system based on three key principles.


- Playing in a party should not be necessary until level 15. This includes story-related events.
- Regardless of the learning curve, new players should not feel overwhelmed.
- The game's core design should allow for leisurely play over a long period of time.


Because there are so many things to remember and keep in mind when playing, MMORPGs can be fairly difficult compared to games from other genres. And because you're playing with other people in a world that's constantly changing, this is a problem that cannot be easily resolved. This is also, perhaps, why some consider MMORPGs to be so interesting. 

?Perplexity, Simplicity, and Replay Value?
Many games on the market attempt to rationalize needlessly complicated game features with phrases like "Dynamic Action!" or "Revolutionary Gameplay!" but with FFXIV: ARR, we have no intention of misleading our player base. There are only two things we wish to emphasize.

- If players have a goal, they should not be impeded by overly cumbersome obstacles.
- Players should not feel the need to avoid or sneak past enemies to enjoy any given content.


Considering players should be able to enjoy an MMORPG for months, or even years at a time, obstacles simply for the sake of having obstacles hinder the gaming experience. 

Unlike games from other genres, the use of a subscription model makes this much more important. Looking at MMORPG demographics, for example, your average player is younger now than when the first generation of MMORPGs were released. Nevertheless, players tend to be older due to the use of a subscription model. So when they come home from work or school and decide to play, even if it's only for an hour or two, they should be able to enjoy themselves. In other words, the use of mundane grinding for hours on end is no longer an effective means to stay competitive in the current MMORPG market.

Also, because these concepts will dictate the game's core design, any updates or new content released will inevitably be dictated by said core. This leads to three aspects of an MMORPG that must be carefully balanced to promote productive gameplay.

1. MMORPGs are based on the premise of party play.
2. If the game has a wide variety of exciting game elements, players will be compelled to try them.
3. The over use of non-targeted / area of effect skills can result in bland gameplay.*
* Encounters meant to be challenging such as dungeons tend to become unbalanced.


Even now, party play is a key element often focused on in the online gaming industry, and I believe it's what makes MMORPGs so appealing. To effectively incorporate party play into FFXIV, we first eliminated the stress of needing to form a party in the beginning of the game, and by mid-game players will start to find more content that requires teamwork. By end-game, players should be fairly comfortable with the duty finder and accustomed to group play as they take on the more challenging content we have prepared. 

Although some may come to the conclusion that constant interaction with others can become tiresome in an MMORPG, the alternative to a game that emphasizes party play must also be considered. If everything were designed to be completed alone, player retention would become increasingly problematic, and the lack of interaction with other players would detract from what it means to be an MMORPG. Mind you this is a comparison of one extreme to another (completely party focused versus solo play). In the end, an MMORPG is selective in its audience, which is both its strength and its weakness.

Regardless of how particular FFXIV: ARR may be in choosing its audience, as producer and director, the ability to attract new players is absolutely imperative.

This is where the remaining two aspects necessary for productive gameplay come into effect. But with so many games out on the market, in order for FFXIV: ARR to be accessible and interest new players enough to delve deeper, a certain sense of simplicity is necessary in the beginning of the game. Interesting game content and proper balancing are also important in motivating players to continue playing, but this is a given. As mentioned previously, however, no matter how hard one tries to attract new players, no MMORPG is capable of appealing to all audiences effectively. I personally believe an attempt to appeal to and retain every type of gamer effectively is too idealistic.

To speak specifically about game balance, I believe it's important that content is enjoyable, accessible, and does not hinder party communication when playing through it. Moreover, there should be a variety of things to do to keep players interested. Gameplay should also have a steady pace, but not simply devolve into spamming weapon skills.

As many of you know, I'm also an avid gamer, so you can expect end-game content as challenging as Version 1.0, along with an assortment of quests and stories befitting a Final Fantasy title. For those of you concerned about a lack of challenging end-game content, if Version 1.0 is any indication, you can rest easy knowing there are fierce battles on the horizon. 

In short, we've placed emphasis on quality gameplay that's easily accessible, and can be enjoyed in the long term.

?Research and Analysis?
The title of this section speaks for itself, but I've spent a fair bit of time studying other large MMORPGs currently on the market. More importantly, I've been monitoring their retention rates. Of course, people tend to concern themselves with sell-in and sell-through, but the longevity of an MMORPG depends on retention. This is why it's important to understand that game developers for online games always make their decisions based on retention rate. Because I'm a gamer myself, I also take time to play the game, as well as take feedback from players, which I believe is also very important.

This, in a rather big nutshell, outlines the basic concept we have in mind for FFXIV: ARR. This applies not only to the battle system, but all aspects of the game. Whether it's a simple FATE against a wave of enemies, or a gritty battle against a powerful NM, offering players a variety of options to have fun is our goal.
(Speaking of FATE, you can expect a separate post on this in the near future )


Comments

  • narmitonarmito Member Posts: 13
    FFXIV:ARR and the Battle System Part 2 (Another long read!)

    Now that I've gotten the groundwork out of the way, let's get down to some of the finer points of the battle system.

    ?GCD and Planning Time?
    The current implementation of the GCD (Global Cooldown) is a result of our aim to keep things simple while ensuring players can enjoy the game for a long time. Unfortunately for seasoned MMO players, the beginning of the game may seem dull and boring. However, the GCD is in place to give players time to think about what their next move is going to be. I know that the beta test is still somewhat laggy, and you guys haven't had a lot of time to really dig into the game yet, but as you progress in level, your characters will acquire a variety of skills to use in battle. This includes combos, weapon skill and action rotations, debuff skills, and crowd control skills. As you acquire more skills to use in battle, the 2.5 second GCD won't seem as long as you think it is. I hope you all will continue testing and explore the potential of the current system.

    ?Skill Rotations and Adjustments?
    While our goal is for players to have access to more skill rotations as they level, it shouldn't take too long to reach that level of gameplay. As we read over your feeedback and look over our own data, we'll be making adjustments so that combos and skill rotations are available at an earlier level. 

    Archer in particular has no actions that combo, and we feel its skill rotation is lacking. When fighting one on one against a powerful enemy, such as a boss, this lack of combos and skill rotations is much more noticeable. Over the course of the beta test, we will continue to make adjustments to actions while taking in your feedback. 

    ?Auto-attack?
    There's been a fair bit of debate as to what purpose auto-attack serves in ARR, but the answer is simple. Auto-attack is the source of your character's base damage. Based on all the feedback received relating to auto-attack and its utility as a source of damage, we've been working significant changes since the end of alpha testing which should be ready by the latter half of the beta test. Although I can't go into detail about the changes yet, one thing I can tell you is there are be no changes such as the use of auto-attack to restore TP.

    It may be hard to tell when you experience the first dungeon at level 15, but by the time you can explore the level 25 to 35 dungeons, the finite nature of TP and MP should become more apparent. That is, you will have to make smart choices with your skills to not only use TP and MP effectively, but to survive more dangerous encounters. In the event you do run out of MP and TP, however, you will still have auto-attack as a constant source of base damage. There are still more adjustments to be made, but in the meantime, your feedback is always welcome and appreciated.

    ?FFXIV is Like Poker??
    This may be a stretch, but I'd like to take a moment to break down the combat system by comparing it to Texas hold ‘em poker

    - There is little time where you will be sitting there doing nothing. (However, there's always enough time to strategize)
    - You won’t start with a full hand, overwhelmed by too many options
    - As more cards are revealed (as you level up and acquire more actions/traits), the number of options (skill combinations) available to you increases
    - Each weapon skill serves as a "card," with combos and triggered effects serving as "hands."
    - You change your "hand" according to how a fight plays out (but you’ll always have time to think on your strageies).
    - Limit breaks, which are planned for implementation in phase 3, will serve as "hands" shared by the party.
    - Auto-attack serves as one of your "cards" when all other options have been exhausted, as it's still a means of sustaining that base damage.


    This is the premise of the battle system. I know poker wasn't the best analogy to describe how the battle system will work, but I hope you guys get the general idea. 

    ?PvP Actions?
    When discussing the design of actions and weaponskills, we originally planned for actions geared toward PvP to automatically be learned by leveling, just as is the case with PvE actions. However, realized this would create problems. For those who only play PvE, they would have no use for skills catered to PvP. In contrast, those who do play PvP would inevitably have too many to sort through. What we've decided to do is create two separate sets of skills for that players will have the freedom to interchange depending on whether they’re playing PvE or PvP. These PvP actions will be obtained through participation in PvP.

    ?Constantly Contradicting Elements?
    Phew, I think that about does it. Thanks for sticking around to read all of that. By now I'm sure everyone who's read through both posts is a little more aware of certain MMORPG elements that are constantly contradicting themselves:
    - It's great when solo play is easy, but if there's no community, the game can't thrive.
    - If you make a game simple, it's easy to understand, but it can also be stale and unoriginal.
    - If you make the game complex and action oriented, it can be exciting, but also convoluted.

    Unfortunately, these three contradicting points are intertwined, so it's impossible to try and fix one issue without tampering with another. Nevertheless, a happy equilibrium between these three points must be met in order to make an enjoyable game. As we continue making adjustments and planning for the future, we are always mindful of our preferences for one idea over another, and we ask that you do the same, but don't worry about it too much. Leave the sleepless nights discussing designs and game mechanics to us (as well as the lag problems... We’ll working on those, I swear!)

    Your feedback is vital to balancing the game, and I've read through the battle feedback threads thoroughly. Between the manual, the schedules, the developer's comments, and all the tester feedback in here, I realize there is a lot to read through, and I thank you all for taking the time to do it.

    I can say with confidence that only FFXIV could receive so much feedback and support from around the world for a beta test that's only getting started.
  • narmitonarmito Member Posts: 13
    Producer and director Naoki Yoshida here.

    You've been providing us great feedback on all aspects of FFXIV: ARR, and I can't thank you all enough. With phase 3 well underway, we have testers coming from a wide range of backgrounds, whether they're unfamiliar with Version 1.0, coming in from another game, dropping in to test the FFXIV out, or simply new to MMOs as a whole. 

    With such a diverse group of testers here, I thought it would be best to speak with you all about the design of FFXIV and the direction the game will be heading. MMOs are fairly large games, and as you'd expect of a large game, this post will be fairly long, and perhaps a little complicated. Some of you may be thinking "Well as long as the game is fun, your plans are fine with me." If you not overly concerned with the way game is progressing, you're free to skim through this post if you'd like. If you have questions or concerns about core game designs, and are considering leaving feedback, pull up a comfy chair and perhaps grab a snack. Hopefully by the end of this post, your questions will be answered.

    I know I said this just a moment ago, but this post is fairly long, and I could probably give a lecture based on its contents. For those of you planning to read this, prepare yourselves for the flood of text that's coming.

    I'll begin by talking about the early stages of MMOs, followed by a look at them from a business standpoint, and finish with a few words on content design in FFXV: ARR.
    ----------------------------------------------------------------------------------------------------------------
    Yoshida: The Hardcore Gamer vs. Producer and Director

    As an avid gamer myself, I'd like to start with a comparison of two viewpoints with respect to the start of MMOs—Yoshida the hardcore gamer, and Yoshida the producer and director. 
    ------------------------------------------------------------------------------------------------------------
    Yoshida the Hardcore Gamer

    I've played online games for nearly 20 years now, and whenever there's a new release, you can be sure I'm going to try it. When I do, however, there's always that longing for a magic button that will instantly take me to the level cap.

    No matter the MMO, there's a certain standard expected of every game. This includes the chat system, party system, and features such as guilds to foster the community. There are also standard UI elements making it easy to move from one game to another. Since there's little you need to remember changing over from one game to the next, one may think these games are designed to quickly get to the level cap and start playing through endgame content.

    It goes without saying that the leveling system, skill system, and many other aspects of the game are important, but all of these things can be figured out at the level cap. As a result, players can feel frustrated with only one or two skills at the beginning of the game, wanting to quickly rush through everything and get to the cap.

    For example, let's say until yesterday, there's a particular game I've devoted all of my time to. I'm max level, I have all the best gear—I'm a top ranked player on my server. When I log into the game people take notice, and there are few who haven't heard of me. If it's time for a large-scale raid, I take the lead gathering my guild mates, and we press on to victory. Nothing beats the thrill of life and death battles with raid bosses, lasting well through the night until my eyes are bloodshot the next day. With every relevant gaming site bookmarked, I'm always up to speed on and any and everything so that no one could ever doubt my skill.

    But today I started a new game, and I have no experience or assets to speak of. The epic encounters I'm accustomed to are gone, and my only choices in combat are A > B or B > A. I don't see any demanding gameplay, and all there is to do is explore the large maps.
    Thankfully I have a lot of general gaming experience, so I can make use of my time fairly efficiently. As I begin pouring my time into the game, I can only help but think "Why couldn't there be some faster way to reach level 50. If they won't let me speed to level 50, the least they could do is make the beginning of the game a little harder. Maybe then I could have a little more fun until cap. This game needs to pick up soon, or I'm out of here."

    The important thing to remember here is that the people getting bored at the beginning are gamers who play and think like I do. These gamers have realized that combat is the the primary focus of the MMO experience.

    Although this is a fairly extreme example, to all of you skilled players with long gaming histories, let me ask one question. When playing a new game for the first time, have you ever thought it was a bit dull or underwhelming in the beginning? With MMOs in particular, as players continue to move from game to game, they tend to get burned out easily. My hardcore MMO gamer friends are like this as well, saying they'll never waste so much time trying to get into a game ever again. The beginning of the game seems dull and uninteresting, but there's still that longing for something to ignite a passion for the game.

    Another common phenomenon among MMO players is something I like to call "first love syndrome." A new game comes out and you play from beta through to the free trial, and although there are a lot of things you like, you always go back to your first MMO. You feel the updates were always so much better in your first MMO, focusing on the things you can no longer do in the other games you try. This is just how people are after playing a particular game for a long time, getting stuck in their old ways.

    I'm sure anyone who's had to change schools because of their parents or change jobs because of company troubles can relate. Suddenly finding yourself in a new environment can be stressful, and there's always that desire to go back to the way things used to be. Even small details reminiscent of "the good old days" can be reassuring.

    ------------------------------------------------------------------------------------------------------------
    Yoshida the Producer and Director

    Looking at the game objectively as a developer for an MMO, the game looks completely different compared to my hardcore gaming alter ego. The first thing I often think of is the stress felt by first time MMO players and the high barrier of entry.

    Looking at an MMO from the viewpoint of those who tend to avoid them, the following qualities define your typical MMO:
    A game for hardcore players. (A game they can't relate to)
    A game that requires a constant internet connection. (Stressful)
    A game where you have to chat with people. (Stressful)
    A game that requires partying to progress, forcing interaction with others. (Stressful)
    A game that lacks a good story. (Low expectations)
    A game with too many windows and interfaces. (Confusing)
    A game with too many things to remember, making it unplayable. (Intimidating)
    A game with too much terminology. (Difficult)
    A game where you may be abruptly killed by another player. (Misconception)
    A game that looks like too much trouble. (A vague sense of uneasiness)

    The truth of the matter is, all of these points are often applicable to MMOs.

    When speaking from a hardcore gamer's point of view, I mentioned there are many things that are simply to be expected in an MMO. For a person who's never played an MMO, however, these can sometimes be seen as insurmountable obstacles. 
    An online playing environment (more affordable in recent years)
    Chat system
    Battle system
    Party gameplay
    Real-time battle system
    A basic interface allowing prolonged gameplay
    A guild system such as linkshells and free companies
    Crafting and gathering
    Trading
    Markets
    Character development that doesn't require resetting

    Although they may be seen as drawbacks, these are all necessary in an MMO. These are also what make MMOs so interesting.

    Just as FFXI was there for gamers 11 years ago, we want FFXIV to introduce a new generation of gamers to MMOs. Considering the shortcomings of Version 1.0, we want the beginning of the game to be stress-free, giving players an incentive to give it a try. Although gaming veterans tend to focus on the battle system, one should also consider the following:
    Exploring the expansive areas in the game
    Potential new friends always running about as you explore
    An environment that's constantly changing in real time
    Conversation with NPCs revealing the world's lore
    The thrill of a good fight
    Trying on a newly obtained piece of gear
    Leveling up and learning a new skill
    Acquiring return and teleport to travel between areas
    Progressing to an area you've never seen before

    I believe playing an MMO should be about enjoying the world as a whole. My first MMO was Ultima Online, and I have to admit I wasn't the fastest learner starting out. The world was huge, everyone I met was from another country, and I didn't understand English. After carefully checking all the menus, I managed to get out into the field to fight a chicken...but I was barehanded. To make matters worse, I was PK’ed shortly after (lol). Despite all these frustrations, however, it was an incredible gaming experience. I never realized games like that existed before. The beginning of FFXIV: ARR has been designed to offer newcomers that same sense of wonderment. 
    Create a quality character to represent you, be it manly, cute, rugged, or sexy.
    Enjoy a beautiful, expensive world that's constantly changing.
    Connect with other players from around the world.
    Speak with NPCs and reveal the game's story.
    Take your time as you use the map and explore.
    Take on fearsome looking monsters and revel in your victories.
    Enjoy the freedom of progressing through the story alone or with friends.
    Discover something new each time you visit your favorite places.
    Follow the story of a crystal, befitting a FINAL FANTASY title.
    Start off as a fledgling adventurer and grow to be something greater.
    Board an airship and set out on a great adventure.

    As a FINAL FANTASY game, I feel these elements make for a solid beginning in an MMO. What's important is whether or not players feel comfortable in the world of Eorzea. Players should find the game easy to get into, but also fun and exciting.

    If players don't find the game intuitive, they're not likely to make use of the UI, chat system, or the party system, let alone play through the main scenario quests. Even now we're conflicted over the best way to explain the game's systems and features. Videos may prove more helpful than text, but would prove to be costly when updating. Too much text and the game will push players around everywhere, so it has to be simple. The problems go on and on. 

    For a player new to MMOs, the individual systems that make up the game are small pieces of a beautiful all-encompassing world. Eventually, they may realize these small systems make up a much greater part of the game than they first thought. Nevertheless, players aren't thinking that far ahead at the beginning of the game. Above all else, players should feel the game offers a world they can enjoy.

    For the first 15 levels, when players are still adjusting to online gameplay, there are no elements in the game that force you into playing in a party. This way, as players are still learning the ropes, there's no worry of strangers in a party yelling at them or trying to order them around while trying to play. However, this may not necessarily be the case for endgame.
  • narmitonarmito Member Posts: 13
    Producer and director Naoki Yoshida here.

    You've been providing us great feedback on all aspects of FFXIV: ARR, and I can't thank you all enough. With phase 3 well underway, we have testers coming from a wide range of backgrounds, whether they're unfamiliar with Version 1.0, coming in from another game, dropping in to test the FFXIV out, or simply new to MMOs as a whole. 

    With such a diverse group of testers here, I thought it would be best to speak with you all about the design of FFXIV and the direction the game will be heading. MMOs are fairly large games, and as you'd expect of a large game, this post will be fairly long, and perhaps a little complicated. Some of you may be thinking "Well as long as the game is fun, your plans are fine with me." If you not overly concerned with the way game is progressing, you're free to skim through this post if you'd like. If you have questions or concerns about core game designs, and are considering leaving feedback, pull up a comfy chair and perhaps grab a snack. Hopefully by the end of this post, your questions will be answered.

    I know I said this just a moment ago, but this post is fairly long, and I could probably give a lecture based on its contents. For those of you planning to read this, prepare yourselves for the flood of text that's coming.

    I'll begin by talking about the early stages of MMOs, followed by a look at them from a business standpoint, and finish with a few words on content design in FFXV: ARR.
    ----------------------------------------------------------------------------------------------------------------
    • Yoshida: The Hardcore Gamer vs. Producer and Director

      As an avid gamer myself, I'd like to start with a comparison of two viewpoints with respect to the start of MMOs—Yoshida the hardcore gamer, and Yoshida the producer and director. 
      ------------------------------------------------------------------------------------------------------------
    • Yoshida the Hardcore Gamer

      I've played online games for nearly 20 years now, and whenever there's a new release, you can be sure I'm going to try it. When I do, however, there's always that longing for a magic button that will instantly take me to the level cap.

      No matter the MMO, there's a certain standard expected of every game. This includes the chat system, party system, and features such as guilds to foster the community. There are also standard UI elements making it easy to move from one game to another. Since there's little you need to remember changing over from one game to the next, one may think these games are designed to quickly get to the level cap and start playing through endgame content.

      It goes without saying that the leveling system, skill system, and many other aspects of the game are important, but all of these things can be figured out at the level cap. As a result, players can feel frustrated with only one or two skills at the beginning of the game, wanting to quickly rush through everything and get to the cap.

      For example, let's say until yesterday, there's a particular game I've devoted all of my time to. I'm max level, I have all the best gear—I'm a top ranked player on my server. When I log into the game people take notice, and there are few who haven't heard of me. If it's time for a large-scale raid, I take the lead gathering my guild mates, and we press on to victory. Nothing beats the thrill of life and death battles with raid bosses, lasting well through the night until my eyes are bloodshot the next day. With every relevant gaming site bookmarked, I'm always up to speed on and any and everything so that no one could ever doubt my skill.

      But today I started a new game, and I have no experience or assets to speak of. The epic encounters I'm accustomed to are gone, and my only choices in combat are A > B or B > A. I don't see any demanding gameplay, and all there is to do is explore the large maps.
      Thankfully I have a lot of general gaming experience, so I can make use of my time fairly efficiently. As I begin pouring my time into the game, I can only help but think "Why couldn't there be some faster way to reach level 50. If they won't let me speed to level 50, the least they could do is make the beginning of the game a little harder. Maybe then I could have a little more fun until cap. This game needs to pick up soon, or I'm out of here."

      The important thing to remember here is that the people getting bored at the beginning are gamers who play and think like I do. These gamers have realized that combat is the the primary focus of the MMO experience.

      Although this is a fairly extreme example, to all of you skilled players with long gaming histories, let me ask one question. When playing a new game for the first time, have you ever thought it was a bit dull or underwhelming in the beginning? With MMOs in particular, as players continue to move from game to game, they tend to get burned out easily. My hardcore MMO gamer friends are like this as well, saying they'll never waste so much time trying to get into a game ever again. The beginning of the game seems dull and uninteresting, but there's still that longing for something to ignite a passion for the game.

      Another common phenomenon among MMO players is something I like to call "first love syndrome." A new game comes out and you play from beta through to the free trial, and although there are a lot of things you like, you always go back to your first MMO. You feel the updates were always so much better in your first MMO, focusing on the things you can no longer do in the other games you try. This is just how people are after playing a particular game for a long time, getting stuck in their old ways.

      I'm sure anyone who's had to change schools because of their parents or change jobs because of company troubles can relate. Suddenly finding yourself in a new environment can be stressful, and there's always that desire to go back to the way things used to be. Even small details reminiscent of "the good old days" can be reassuring.

      ------------------------------------------------------------------------------------------------------------
    • Yoshida the Producer and Director

      Looking at the game objectively as a developer for an MMO, the game looks completely different compared to my hardcore gaming alter ego. The first thing I often think of is the stress felt by first time MMO players and the high barrier of entry.

      Looking at an MMO from the viewpoint of those who tend to avoid them, the following qualities define your typical MMO:
      • A game for hardcore players. (A game they can't relate to)
      • A game that requires a constant internet connection. (Stressful)
      • A game where you have to chat with people. (Stressful)
      • A game that requires partying to progress, forcing interaction with others. (Stressful)
      • A game that lacks a good story. (Low expectations)
      • A game with too many windows and interfaces. (Confusing)
      • A game with too many things to remember, making it unplayable. (Intimidating)
      • A game with too much terminology. (Difficult)
      • A game where you may be abruptly killed by another player. (Misconception)
      • A game that looks like too much trouble. (A vague sense of uneasiness)
      The truth of the matter is, all of these points are often applicable to MMOs.

      When speaking from a hardcore gamer's point of view, I mentioned there are many things that are simply to be expected in an MMO. For a person who's never played an MMO, however, these can sometimes be seen as insurmountable obstacles. 
      • An online playing environment (more affordable in recent years)
      • Chat system
      • Battle system
      • Party gameplay
      • Real-time battle system
      • A basic interface allowing prolonged gameplay
      • A guild system such as linkshells and free companies
      • Crafting and gathering
      • Trading
      • Markets
      • Character development that doesn't require resetting
      Although they may be seen as drawbacks, these are all necessary in an MMO. These are also what make MMOs so interesting.

      Just as FFXI was there for gamers 11 years ago, we want FFXIV to introduce a new generation of gamers to MMOs. Considering the shortcomings of Version 1.0, we want the beginning of the game to be stress-free, giving players an incentive to give it a try. Although gaming veterans tend to focus on the battle system, one should also consider the following:
      • Exploring the expansive areas in the game
      • Potential new friends always running about as you explore
      • An environment that's constantly changing in real time
      • Conversation with NPCs revealing the world's lore
      • The thrill of a good fight
      • Trying on a newly obtained piece of gear
      • Leveling up and learning a new skill
      • Acquiring return and teleport to travel between areas
      • Progressing to an area you've never seen before
      I believe playing an MMO should be about enjoying the world as a whole. My first MMO was Ultima Online, and I have to admit I wasn't the fastest learner starting out. The world was huge, everyone I met was from another country, and I didn't understand English. After carefully checking all the menus, I managed to get out into the field to fight a chicken...but I was barehanded. To make matters worse, I was PK’ed shortly after (lol). Despite all these frustrations, however, it was an incredible gaming experience. I never realized games like that existed before. The beginning of FFXIV: ARR has been designed to offer newcomers that same sense of wonderment. 
      • Create a quality character to represent you, be it manly, cute, rugged, or sexy.
      • Enjoy a beautiful, expensive world that's constantly changing.
      • Connect with other players from around the world.
      • Speak with NPCs and reveal the game's story.
      • Take your time as you use the map and explore.
      • Take on fearsome looking monsters and revel in your victories.
      • Enjoy the freedom of progressing through the story alone or with friends.
      • Discover something new each time you visit your favorite places.
      • Follow the story of a crystal, befitting a FINAL FANTASY title.
      • Start off as a fledgling adventurer and grow to be something greater.
      • Board an airship and set out on a great adventure.
      As a FINAL FANTASY game, I feel these elements make for a solid beginning in an MMO. What's important is whether or not players feel comfortable in the world of Eorzea. Players should find the game easy to get into, but also fun and exciting.

      If players don't find the game intuitive, they're not likely to make use of the UI, chat system, or the party system, let alone play through the main scenario quests. Even now we're conflicted over the best way to explain the game's systems and features. Videos may prove more helpful than text, but would prove to be costly when updating. Too much text and the game will push players around everywhere, so it has to be simple. The problems go on and on. 

      For a player new to MMOs, the individual systems that make up the game are small pieces of a beautiful all-encompassing world. Eventually, they may realize these small systems make up a much greater part of the game than they first thought. Nevertheless, players aren't thinking that far ahead at the beginning of the game. Above all else, players should feel the game offers a world they can enjoy.

      For the first 15 levels, when players are still adjusting to online gameplay, there are no elements in the game that force you into playing in a party. This way, as players are still learning the ropes, there's no worry of strangers in a party yelling at them or trying to order them around while trying to play. However, this may not necessarily be the case for endgame.

      ------------------------------------------------------------------------------------------------------------
    • The Business Challenge of an MMO

      With each passing year, it becomes increasingly difficult to release a large-scale MMO. The rush following Ultima Online and Everquest reached its peak with Blizzard's World of Warcraft. That's not to say WoW started off without criticism. When it first released, there were many complaints about the simplicity of quests, that there was a lack of adventure. There two factions were poorly balanced in PvP, and general impressions would lead one to believe the game was no fun. Looking at WoW now, it's almost unimaginable.

      However, instead of giving up, Blizzard switched their plans to be more user/community-centric from their second year of operation on, and became dominant by increasing the new MMORPG users through supplementation of thick scenarios, quest lines, and end-game content. WoW didn’t become what it is today by acquiring all of the existing MMORPG players at the time, they became what they are today as the result of breaking into new territory and as a result of that secured all of the existing MMORPG players. 

      Instead of choosing sides, they persisted and made it attractive to both groups, and began expanding with a focus on Blizzard fans. While the scale is slightly different, FFXI was more than likely in the same boat 11 years ago. Blizzard has been quoted saying that “MMORPGs are a service industry.” This was a tremendous shock to Blizzard fans at that time when Blizzard who possesses such great confidence in their game design said this. 

      Moving forward to 2013, their user numbers are continuing to fall; however, World of Warcraft reigning as the absolute king of the MMORPG industry has not changed. We arrived to where we are currently with the MMORPG rush during 2007 as well as the additional large scale rush of last year. 

      There are 3 main difficulties for launching an MMO.
      • Content volume
      • High-quality user interface
      • New and unique elements
      To overcome these 3 difficulties and launch a game is by no means an easy matter. Amongst the large number of MMORPGs that are trying to launch, there are many cases where their content volume is compared to other MMORPGs who have been running for a long time, and end up suffering immensely. Additionally, the impressions of the beginning of the game between the gamer and the new MMORPG player that I mentioned before are as different as night and day. With this, it’s uniqueness that largely increases the difficulty. 
      • I want to target MMORPG gamers as much as possible
      • I want to acquire as many new players as possible
      Recent MMORPGs are beginning to shift to a more action based game; however, I personally feel that this is one element that acts as a reverse effect for MMORPGs that are striving to operate for a long time with a subscription-based model (This is separate from cases where you are shortening the lifecycle for a single MMORPG user. In that case it is correct.). As I mentioned previously, the road blocks on the way to getting used to an MMORPG are too high and adding action elements into the mix, while definitely exciting, makes it extremely difficult for the common player to repeat these battles everyday for hundreds of hours. 

      Furthermore, it becomes difficult to churn out battle content from a balance perspective, and as a result content volume is affected. Due to this, a more fitting business model would be the free-to-play model which allows for retention of the game through low estimations of total play time, a higher churn rate of new players, and the average spending per customer (also known as microtransactions). 

      As a numbered title in the FINAL FANTASY series, we are striving to make FINAL FANTASY XIV: A Realm Reborn a game that operates steadily for a long time, and one where we provide a steady flow of updates and content to you all. With that said, when we made the decision to build A Realm Reborn from the ground up while working on updates for 1.0, the first thing we decided was to eliminate action elements as best as possible. 

      With the advent of stronger internet connections, recent MMORPGs have come to be able to have defensive and evasive skills similar to offline stand alone games. Despite this, I feel that this does not fit with our customers who play FINAL FANTASY online, and I would like to have everyone play this game steadily for as long of a time as possible, which is why we’ve eliminated action elements to the best of our ability. 

      With these goals in mind we have built the content and the battle system.
      • Visually noticeable AoE attacks that you can avoid by moving
      • A system where you can boost damage by attacking from certain positions
      • Freedom to put things together by executing skills that follow a specific route
      • Being able to fixate on dealing the most damage while giving consideration to TP/MP costs in the end-game.
      • Jump not being essential for clearing content
      While it might be thought of as simplistic, the end-game after reaching the level cap is where a good deal of player skill differences will start to appear, especially when adding equipment into the mix. We started designing this game by making the first goal of FINAL FANTASY XIV: A Realm Reborn having everyone enjoy this aspect. 

      This is the reason why there are no action elements in FFXIV content and battle. While I’m repeating myself, just like FFXI was trying to show FINAL FANTASY users the excitement of MMORPGs at that time, we would like to show players of the current time period the excitement of MMORPGs once again through FFXIV. Showing that it’s possible to play and enjoy it by spending time, without rushing, at their own pace. 
       
    • A fetch-quest game vs. a game with clear purpose
      Now then, FINAL FANTASY XIV: A Realm Reborn has adopted the quest form game design that was established by World of Warcraft. However, even since the old days of RPGs there have been small stories from towns that when cleared lead into larger stories, and this isn’t just related to WoW. 

      On the other hand, the world of an MMORPG is vast and is not like a regular game where you simply pass through and move on. As there are multiple classes and jobs, having players adventure through the entire world would result in a gigantic number of quests. Of course there are people who don’t want to read quest text and want to be able to finish them with a single click, so after WoW there have been many discussions on this topic. 

      However, without a pile of quests, it’s not possible to have players learn about the world, and there are ton of benefits for having these so users can play the game with a sense of progression. 

      In order to make it so FINAL FANTASY XIV: A Realm Reborn does not just become a fetch quest game we decided to add some variety and flavor. Of course, we’ve created a really large story since this is a new FINAL FANTASY title after all. However, for the so-called side-quests that have been spread along the main questing line, we’ve done our best to reduce the text, making it so the text can be skipped by spamming through it. For quests where major characters appear, we’ve made this clear by adding a special icon, and also spruced them up to make them exciting by adding voices and cutscenes. While we did not add voices to class and job quests, we still made them with the same thought process. 

      When it comes to hardcore MMORPG players like myself, it’s all about skipping text by spamming the mouse left-click to get to upper ranks of leveling and content. However, this is something that is sure to be fresh and new for the MMORPG newcomer, and we’d like to see gaps form between peoples’ various images of MMORPGs in a positive way, such as “whoa, there are a huge amount of quests,” “Just when I thought I was done there is another one,” and “Isn’t an MMO something you play with parties?” 

      The game design will largely change after the level 15 instanced battle quest. All of you adventurers will then begin taking on dungeons with parties throughout the main storyline so that you can meet new allies.

      While I understand that there are some of you who feel that it would be better if you could clear everything by yourself, from an MMORPG business perspective, there is a necessity to make it so a large amount of players continue to play for a long time. Because of this, it’s critical that players interact with each other and build a strong community. This is why we have implemented party content in the main quest line and removed the stress of forming parties with the Duty Finder which automatically matches players. 

      Of course the real loss is if people get tired of the game on the way to level 15, but as I have written, I feel that it’s critical to make the beginning of an MMORPG one such that anyone can progress, and in the case that there are people that drop out or are not satisfied with the development of the game ahead, I feel this is fine as everyone has their own preferences. To some degree, the ideal for the beginning of the game is to get through it as fast as you can and moving on. 

      Other MMORPGs have a guild system you can set up after starting the game and playing for two hours. In FFXIV: ARR, we have Free Companies, but this can only be created after joining a Grand Company, which is different from other MMORPGs. Especially for those players who are new to MMORPGs, explaining guilds is difficult. The beginning of the game contains too many things to remember and if we had Free Company invitations added to the mix people would be completely lost. However, for those players who wish to form a Free Company right away, you can speed through the beginning and reach that point before you know it. We would like all kinds of players to succeed in this game, so while it might be somewhat of a nuisance for the advanced players, this was designed like this intentionally. 
       
    • FFXIV: ARR Party Content Design
      We’ve put in a considerable amount of work to add as much of the playable scenario as possible for launch. We’d like both MMORPG players and those new to MMORPGs to play the game comfortably while enjoying the newest story in the FINAL FANTASY series. 

      As I have already mentioned, the party dungeons that will start from level 15 will not require you to worry about finding parties as we have prepared a feature known as the Duty Finder which will automatically form parties (During the third test of Beta Test phase 3 we will be performing Duty Finder stress tests.). With that said, the only things you really need to worry about are leveling up to level 50 and dungeon difficulty. 

      The difficulty for the 2 dungeons from level 15 has been set you can get excited about your victory and not worry about wiping with the first party of players you meet. With the third dungeon there will be some special mechanics, and for primal battles within the scenario that take place after that, you’ll come to learn that for large boss battles you’ll need a solid strategy to win.

      For the Legacy members who have done the end-game content up until the end of 1.0, as well as for players who are familiar with other MMORPGs, the content that you encounter while leveling up to the cap will be a walk in the park. However, the most important point here is that you can have fun and clear content as players with different levels of knowledge will be matched and grouped by the Duty Finder. 

      The difficulty will increase as the story progresses. Likewise, you role as a particular class will become clearer as you learn weapon skills, magic, and abilities, and the number of times you wipe will gradually increase in the event that you do not properly formulate a battle plan that involves the skilled use of abilities and attack positioning. 

      We’ve paid extremely close attention to the design of this content so that the balance and difficulty increases, the clear need for strategies to clear content, and the need for equipment can be easily understood. Similarly, this is also the biggest reason why we’ve also made the battle system foundation as simple as possible. The MMORPG battle system and the battle content design are one and the same. 

      Additionally, once you start getting into crafting and gathering, the game will become even more in-depth and a ton of content you can do each day will be introduced. We’d like you to enjoy the world of Eorzea relaxed in your own style and at your own pace. 

      Once the main scenario reaches its first major milestone, I believe the meaning behind the opening will become clear. 

      Doing the quests and reading the story text without leveling another class, continuing to play straight through for 60-80 hours you can see the world’s longest list of credits, and even after that continue to adventure through Eorzea. There will begin to be a difference in player skills as large enemies appear and players gather equipment to combat these foes. There are a ton of plans in store: primals that are summoned in to Eorzea, the housing system, what happened to Bahamut, the Crystal Tower, large scale PvP, company crafting, and more. The feeling that you are living in Eorzea will really take place after the “ending.”

      It’s at this point in time where you will start to need multiple level 50 classes and jobs, battle strategies, efficient usage of skills, and intense analysis from players passionate about research. This is why the early stages of the game and the core battle system have been simplified. The much discussed length of GCD is because you have time to think at the moment, yet once you reach end-game, that free time will be all but gone as what you need to do will increase, so with that said we do not plan on eliminating this. 
       
    • In closing
      I still have so much I could write, but eventually it would just turn into a book…
      I apologize for making this so long, but FFXIV: ARR is a game that we have designed with these core concepts in mind. While it may seem a huge list of reasoning, once you start playing, this reasoning could matter less, so though I am yet again repeating myself, we are placing the utmost importance on making sure everyone enjoys the game. 

      The development team has been checking Twitter, Facebook, blogs, and other sites in addition to the forums to get a wide view of impressions of Beta Test phase 3. Also, please know that we are not making decisions solely based on the number of “Likes” a post has on the forum. There are a lot of differing opinions on the forums and it’s the important work of the operations team to read this data objectively and collect it so there is no bias, reporting it as a ratio of those who post from the total player population.

      As long as there are likes and dislikes for games, there will always be conflicting opinions. There are a lot of cases where if we decide to adopt A, then adopting B becomes impossible, so in order to prevent missteps when making decisions, we think about your feedback extremely carefully. 

      In the Player Feedback Status List that we released the other day, there were items that we addressed as well as those that we did not along with a clear explanation. Since MMORPGs are a service industry, I feel that all of these discussions are extremely important for MMORPG operation, so instead of only “they did this,” “they are not doing that,” “I think this,” “I think it should be this way,” it’s my sincere wish that everyone takes a step back a bit and have fun talking about the game. 

      Before posting, I’d like to ask you to please check to make sure that your post won’t have a negative effect on those around you. Up until now Square Enix has been a pretty closed off company, so I’m sure there are some players who really want to state their demands. Of course we will listen to them sincerely, but please base them all on having fun first and foremost. 

      I’m repeating myself, but there is no need for players who are experiencing MMORPGs for the first time to overthink this. We’ve made it so you can have fun and reach your goal by preparing a ton of exciting and fun cutscenes and making balance adjustments as we go. 

      We actually tried testing out early battles where the maximum TP was lowered so you would have to really pay more attention to it. However, it was tiring to repeat that kind of battle over and over on random fodder monsters. With 1 on 1 battles, your efficiency in avoiding enemy skills improves around level 5, and you learn that only attacking enemies from the front in instanced quest battles will result in death.

      I definitely understand spicing things up, and that’s why it has to be just right. However, as I stated previously, the beginning of an MMORPG is not only focused on battle. There is a world, people, time passes in real-time, battles, crafting, gathering, chatting, and creating your ideal characters. 

      In order to have you all enjoy the world, we’ve prepared the battles at the beginning of the game to be just the first step before shifting into the more difficult aspects (We plan on reducing the difficulty for the level 15 instanced battle quest a little bit more.). If you don’t think this shift was done very well, then that is my fault. 

      In Beta Test phase 3 the level cap has been set to level 35, and the difficulty for the Brayflox dungeon has been set slightly harder than the official release version. For those who are dying for a challenging dungeon, please give it a shot!

      In order to satisfy all kinds of players, we have our goals set very high, but we will continue to work as hard as possible, and would love for you all to stay with us for many years to come!
  • QSatuQSatu Member UncommonPosts: 1,796
    It's good he knows exactly what he want's to do and have reasons for the chosen path. It might or it might not work for him but I am ok with that.
  • AyulinAyulin Member Posts: 334

    Wow. Quite a read... and I read every word (well, except that double-posted bit :p).

    A lot of insight and information - more than I think I've seen from any other developer, ever - as to the thinking behind the design process, and the various things every single decision has to take into consideration.

    It's good that Yoshi-P provides his experience as a gamer, in parallel with his role as a designer... and how, even though his "gamer side" would love to have things one way... he understands why, for the game's benefit and longevity, it has to be another way.

    And he's definitely a hardcore gaming vet. He was once a #1 ranked PvP'er in Dark Age of Camelot and has spoken passionately about his gaming history at other times. He's definitely "one of us" in that regard. The real deal. However, he has to balance that as a director and producer, heading up a project costing 10s of millions of dollars. That should be kept in mind as well.

    He brings to light another point that, while obvious (or it should be), is often lost in discussions... that is the ease and simplicity of the game at the beginning. And it really makes sense. When you see people complaining about how the game is "too simple", etc... it comes pretty much entirely from people with previous MMO experience. Clearly, as he explains, the beginning 15 levels of the game are targeted more at those who aren't veterans of MMOs and to whom all those things aren't second-nature. That's a wise move on his part. I suppose a more positive way to look at it as an experienced gamers is that "hey, okay, this is all familiar to me, I don't need to really learn very much new, so I can focus on the content, story, world, etc, rather than worry about what key does what."

    All in all, an excellent insight to the things a game developer has to consider, why decisions and changes that seem "simple" to us are anything but from a design/development standpoint, and basically a very very cool read. Kudos to Yoshi-P for being so open about it all.

     

     

  • aionixaionix Member UncommonPosts: 288
    Amazing read.  He nailed all the points I've been either wanting or complaining about from newer themepark MMO's.  I just stopped playing GW2 because of the flaws I see in some of their design choices and how it reflects on what I think an MMO should be (party centric), and Yoshi-P realizes that :).  This is why I will be purchasing this game.
  • makiimakii Member Posts: 280

     

    sounds to me like the game was made for a certain crowd that has way to much time in theyr hands. People that just dont know what to do beside gaming every day countless hours.

    I dont like slow progression at all. Makes you realize that your basicly wasting time.

  • CalypsxCalypsx Member Posts: 38
    Originally posted by makii

     

    sounds to me like the game was made for a certain crowd that has way to much time in theyr hands. People that just dont know what to do beside gaming every day countless hours.

    I dont like slow progression at all. Makes you realize that your basicly wasting time.

    That's only if you actually choose to waste time. You don't have to play this game 24/7. A little bit at a time is still fun. Sure you wont beat someone in the level department who plays every day, but you'll get there.

    I'm perfectly okay with the progression, and this is coming from someone who works full time teaching people martial arts all day and who also has a huge hobby with gardening. I can play my monk for only less than an hour a day after all that work is out of the way and still have a lot of fun with it.

  • GurpslordGurpslord Member Posts: 350
    Originally posted by makii

     

    sounds to me like the game was made for a certain crowd that has way to much time in theyr hands. People that just dont know what to do beside gaming every day countless hours.

    I dont like slow progression at all. Makes you realize that your basicly wasting time.

    As opposed to reaching your max lvl in 2 weeks and moving on to a new game because you complain there's nothing to do?  The game is made for people who don't want to move from one game to another in a matter of weeks.  Something that hasn't been done in long while and I assure you, something a great many people will appreciate.

  • k11keeperk11keeper Member UncommonPosts: 1,048
    Originally posted by makii

     sounds to me like the game was made for a certain crowd that has way to much time in theyr hands. People that just dont know what to do beside gaming every day countless hours.

    I dont like slow progression at all. Makes you realize that your basicly wasting time.

    60-80 hours to reach endgame in an MMORPG is not a lot of time at all. Even with 3 hours 4 times a weeks that's 6 and a half weeks or less without any weekend marathon sessions MMO players love to have.

  • AyulinAyulin Member Posts: 334
    Originally posted by makii

     

    sounds to me like the game was made for a certain crowd that has way to much time in theyr hands. People that just dont know what to do beside gaming every day countless hours.

    I dont like slow progression at all. Makes you realize that your basicly wasting time.

    Wow. I didn't get that from it at all.

    What I got from it was "as much as people might want to just get "to the end" because they've become accustom to being really powerful in their previous MMO, it's important to pace things out otherwise the game is too fast, longevity is lost and the playerbase suffers"

    If you're the type who "must get to level cap ASAP", then I guess I could see why it might seem like an issue. But then that's a case of your playstyle not meshing with the game. It's not a problem of the game itself. No game can cater to everyone sufficiently, and Yoshi-P states that quite unequivocally.. "it's too idealistic". Always better to develop a great game for a select portion of the gaming community, than to develop one that's merely "okay" targeting "everyone" (which is what many of the MMOs of the past 8 years have attempted to do... and most all have had to go F2P, if they weren't taken down entirely).

     

  • ZizouXZizouX Member Posts: 670
    The man just gets it.  Amazing read.  FFXIV is in great hands.  This is my mmo of choice for years to come.
  • makiimakii Member Posts: 280
    Originally posted by Gurpslord
    Originally posted by makii

     

    sounds to me like the game was made for a certain crowd that has way to much time in theyr hands. People that just dont know what to do beside gaming every day countless hours.

    I dont like slow progression at all. Makes you realize that your basicly wasting time.

    As opposed to reaching your max lvl in 2 weeks and moving on to a new game because you complain there's nothing to do?  The game is made for people who don't want to move from one game to another in a matter of weeks.  Something that hasn't been done in long while and I assure you, something a great many people will appreciate.

     

    i think more its the minority that think thats the way. The majority will quit after 2 months, and since dungeons and bosses are about teamwork, who you gona play with when there are not enough players out there?

    Besides that, its not like there are no new mmos in the horizon(EQN).  You see competition is there, and they are no yoshidas but they all have theyr goals like him. ff14 might better work as a buy to play with cashshop with fashions in it. If the progression is slow, at least you dont feel the pressure in your pocket.

    I think the game would be very succesfull with b2p and fashion-cash shop. I could imagine that costums could bring big profit to the company.

     

    But disc+sub is just greedy and i know why they do that- since they lost more money that they earned and that way they will gain steady profit for several months.

    Watch it- ff14 will have same playerbase like ff11- and people will come whining over the forum they cant find people to play with- once again.

  • GurpslordGurpslord Member Posts: 350
    Originally posted by makii
    Originally posted by Gurpslord
    Originally posted by makii

     

    sounds to me like the game was made for a certain crowd that has way to much time in theyr hands. People that just dont know what to do beside gaming every day countless hours.

    I dont like slow progression at all. Makes you realize that your basicly wasting time.

    As opposed to reaching your max lvl in 2 weeks and moving on to a new game because you complain there's nothing to do?  The game is made for people who don't want to move from one game to another in a matter of weeks.  Something that hasn't been done in long while and I assure you, something a great many people will appreciate.

     

    i think more its the minority that think thats the way. The majority will quit after 2 months, and since dungeons and bosses are about teamwork, who you gona play with when there are not enough players out there?

    Besides that, its not like there are no new mmos in the horizon(EQN).  You see competition is there, and they are no yoshidas but they all have theyr goals like him. ff14 might better work as a buy to play with cashshop with fashions in it. If the progression is slow, at least you dont feel the pressure in your pocket.

    I think the game would be very succesfull with b2p and fashion-cash shop. I could imagine that costums could bring big profit to the company.

     

    But disc+sub is just greedy and i know why they do that- since they lost more money that they earned and that way they will gain steady profit for several months.

    Watch it- ff14 will have same playerbase like ff11- and people will come whining over the forum they cant find people to play with- once again.

    Wait..do you know anything about this game?  Clearly not so much as you pretend to, same with FFXI, never once playing that game did I fret about finding people to play with.  It's okay, you're clearly not the kind of person FFXIV is targeting and you're right, there are other games, fortunately enough for those who like to game hop.

    For those of us quite tired of having to do just that, we'll welcome FFXIV.

  • makiimakii Member Posts: 280
    like i said i played ff14 beta2 and ive also played ff11 for a small period. It seems like b2p option is outa question since the box prices are now at 20 bucks. If the game comes with a free month i give it a shot.
  • Lambon23Lambon23 Member UncommonPosts: 66

    I disagree.

    There is no reason why people should finish an MMORPG in one months time.

    You don't have to play 10 hours a day.

    Play 30 minutes to 2 hours (If you work 8 hours a day, you have up to 6 hours if you sleep 8 hours)

     

    6 hours is MORE than enough to do all the things you want and If you're playing video games and these video games happen to be MMORPGS, I guarantee you have MORE than enough time on your hand.

     

    There is nothing else to discuss on this matter. "Casual" audience is a nonsense term. People on MMORPGS are not casual gamers.

  • makiimakii Member Posts: 280

    people that grew up with mmos are now grown ups, they certainly dont have the time anymore like they used to. and you cannot compare todays young audience to the old crowd.

    so todays audience are casual players. They are ignorant and impatient and they can CHOOSE what they want to play.

    10 y ago you couldnt chose from many mmos and f2p was not possible back then, because either people dint have internet or a pc that could play those games. The whole infrastructure was not there yet. Now we have it, now we can chose.

    Yoshidas aiming at the older audience, those grown ups that have still nostalgic feelings about old times. Since they will stick around, no matter how little time they have. But, not many are left that can afford to play such time consuming mmos. Its a small crowd hes aiming for- small but they provide constant profits. Hes basicly admiting he has no clue how where mmos are going and after that failure 1.0 he went the safe road with ARR.

    Look at NWO- its a typical newage mmo. Short and fun. And im sure they made huge profits.

     

    and also education is today much more important that it used to be 10y ago. The world is changing you jsut maybe didnt realize it yet. Why im mentioning education you ask? because due the massive growth in population and higher competition, education got alot more important that 10y ago. You do not have time for everything.

    I rarely play myself mmos, i used to play them and when i play, just for a weekend or maximum 1week (and that every day) but after that i stop playing for MONTHS. Because ive chosen a different path in my life where it leads me somewhere profitable- where mmos dont and never will.

    It sounds great what yoshidas telling us, but you always have to keep distance and bring your own thoughts, not just accepting, because it sounds reasonable or smart.

     

  • adam_noxadam_nox Member UncommonPosts: 2,148
    Originally posted by Lambon23

    Play 30 minutes to 2 hours (If you work 8 hours a day, you have up to 6 hours if you sleep 8 hours)

     

    You clearly aren't living in the real world yet, or you've shunned all family, friends, and social life.

     

    People my age, the people who were in on the ground floor of MMORPGs and the only reason they still exist today, live in the real world, where on a daily basis, we have NEGATIVE time left at the end of our days when we force ourselves to go to bed to get 6 hours of sleep.  That's right, we don't even get everything we need to get done.  Not to mention, what if you have a backlog of games to play like skyrim, ME3, borderlands 2, the last of us, farcry 3, the witcher 2.  None of those games is going to take 80 hours, so guess which ones would be smart to prioritize?

     

    If munchkins want to play 10 hours a day and complain when they are bored in 2 weeks, let them.  That group of people will not pay the bills.  They have less disposable income, are completely against paying for anything non-cosmetic, and constantly complain and exploit bugs.  And even after you've catered to their every nagging whim, they will cancel over something stupid and move onto the next mmo to complain about.

     

    Cater to adults, and make adult money.  Allow people to progress faster if they want to pay a little more, and encourage smaller play sessions per day by putting dimishing returns on progress earned each additional hour past the first.  That will have the added benefit of keeping content locusts from devouring as fast.

     

    And finally, mmos need endgame options that don't get stale.  open world pvp and real conflicts, random dungeons and significantly varied random drops, a roleplaying encouraged atmosphere, and homesteading.  Games that don't have these can't complain when their normal treadmill loses them customers.

     

    /rant

  • GhavriggGhavrigg Member RarePosts: 1,308
    Originally posted by adam_nox
    encourage smaller play sessions per day by putting dimishing returns on progress earned each additional hour past the first.  That will have the added benefit of keeping content locusts from devouring as fast.

     

    They already had something similar in FFXIV version 1.0 with a weekly XP cap. Was like 8 hours for full XP, 7 hours for dimishing gains, and then finally nothing (unless you wanted to switch to another job and do the same).

    People did not enjoy forceful limitations in a game they were paying to play, and I don't think I have ever read or heard anything positive about it. Well, the closest to positive being "well, I can't play all that much anyway, so doesn't bother me."

    So in the end, no, this is a terrible idea. Gotta let people play as they want to play, or they'll be more turned off by the game.

  • MoodsorMoodsor Member UncommonPosts: 712
    Yoshida just gets it, it makes me so happy to read his blog posts, retail cant come soon enough.

    image
  • FoomerangFoomerang Member UncommonPosts: 5,628

    Finally an mmo dev that isn't trying to make the perfect game for everyone. He has a clear vision and knows he will not please all types of gamers. So tired of mmo devs promising the world and trying to cater to every demographic. So many watered down games because of this.

  • makiimakii Member Posts: 280
    Well, just sad that the game is outdated in its core. it doesnt meet the todays standart, wich makes me kinds sad, because i grew up with FF7. I can handle killing mobs in a group, but i cant handle a unpolished combat system. Its only that what turns me off. Ff14 needs a rehaul on its combat system. Maybe ff13 combat system would have worked it, even that i hated it, it was still better than this one here.
  • saiweedsaiweed Member UncommonPosts: 53
    is there some way to tag posters as trolls so I remember to ignore their posts in the future?
  • PulsarManPulsarMan Member Posts: 289
    Originally posted by Moodsor
    Yoshida just gets it, it makes me so happy to read his blog posts, retail cant come soon enough.

    Agreed. I would give the man so many bro-hugs. 

  • KajidourdenKajidourden Member EpicPosts: 3,030

    Great information.  

    And as previously stated...Yoshi-P just gets it.

    Thanks OP

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