However, remind me: is the game truly open and persistent (aka: you can trek across many zones without seeing loading screens), or do you load each seperate zone (if I remember right, it was like that in the original release).
The loading screens are terrible because for some strange reason they decided supporting PS3 when the PS4 was about to release.
Would any sane game developer snub an older console in favour of one not yet released and whose sale numbers uncertain. This way they get both console owners
A sane developer would think twice before harming the game in the long run for a platform that had only a few months of life.
It's ridiculous that even a city is divided with loading screens. Wow had huge open areas 10 years ago. How the hell did we scale back?
The loading screens happened because of consoles, mainly the PS3. Yeah it sucks alot, like, alot... in fact its one of the main deal breakrs for me (yeah Im subbed, but I doubt ill be a long-timer) even with that said, the game still has a lot going for it, hey no MMO is perfect, I've just accepted that fact and moved on. Also, theres no freaking chat bubbles. Yet another "it strained the console so we can't add it" crap. This game has that "almost got it right but just couldn't nail it" feeling. Hopefully the Dev's can drop ps3 support and open the game up alittle in the future but that's probably wishful thinking. Oh well, bought GW2 for 50% off it will be my "Fall back" MMO when I feel burned out in FF.
I enjoy undercutting people in the market place - it's the only PvP a crafter gets.
I was caped for several months on my blm. I never botherd with coil or crystal tower. I just did daily rouletts everyday and aventually that got old doing the same dungeons over and over. I got to the point I had all ilvl 100 gear and was stuck there for awhile. I ended up getting tired of that, so I created a new character leveld it abit and became a full time crafter/gatherer.
Got tired of that pretty quickly to, so now I'm playing something else. Didn't like hunts either although they seem very popular right now.
Just don't see the point of playing this game, unless your an endgame raider.
A sane developer would think twice before harming the game in the long run for a platform that had only a few months of life.
It's ridiculous that even a city is divided with loading screens. Wow had huge open areas 10 years ago. How the hell did we scale back?
Sadly like you say, people immediately stopped playing on PS3 when the PS4 was released. It only makes sense that a previous generation of consoles instantly die off once their successors are released. We can see it since nowadays the PS3 users bring SE only roughly half of the total revenue from ARR, most of which are the Japanese that haven't been that interested in the PS4 nor the PC version.
Although from a business standpoint we can be sure that the lack of loading screens and the chat bubble feature would have pretty much doubled the PC userbase instantly, so it was a bad move by SE. As we know SE can't just drop PS3 support in the future, even though they have said they will. For now they will have to face the consequences of the loading screens by constantly increasing their financial forecasts due to the game's continued success.
Using LOL is like saying "my argument sucks but I still want to disagree".
We can see it since nowadays the PS3 users bring SE only roughly half of the total revenue from ARR, most of which are the Japanese that haven't been that interested in the PS4 nor the PC version.
Why do you make statistics up to try to prove your point?
On an interview posted on official forums Yoshida himself said that the console userbase is 50% in Japan and 25% in west. That includes PS3 and PS4. It's the PC that makes them the most amount of money not the freaking PS3.
Sure SE made the right decision for themselves to cash in on the short term but a successful MMO is one that stands the test of time. To do that you need to have a strong foundation. I like this game, the one I'm subscribed in today but the open world part of it completely blows. Is divided into these small hubs. It gives no challenge, there is nothing to explore, it lacks a sense of adventure.
I can give you an example on how it harmed future content. Hunts, their latest big feature. Yoshida imagined it would work like this, someone sees a hunt and shouts for help, a party with nearby players forms and they try to take down a challenging mob. Great in paper, challenging content that encourages teamplay with random strangers.
What ended up happening though is because you could teleport everywhere and the extremely small areas the moment a hunt was announced everyone and their mom on the server would get to it in 3 min. It was not hunting, it was butchering. A zerg of 100 players killing in 3 seconds everything. The only challenge they gave you was if you could hit them at least once on all that chaos.
You know where it would have worked great? In a game like wow. A hunt gets announced on one part of the continet and you're in the other part? It would take you ages to go there so the vast majority would not bother. Then the perfect scenario yoshi had for the feature would actually end up happening exactly like that.
We can see it since nowadays the PS3 users bring SE only roughly half of the total revenue from ARR, most of which are the Japanese that haven't been that interested in the PS4 nor the PC version.
Why do you make statistics up to try to prove your point?
On an interview posted on official forums Yoshida himself said that the console userbase is 50% in Japan and 25% in west. That includes PS3 and PS4. It's the PC that makes them the most amount of money not the freaking PS3.
Sure SE made the right decision for themselves to cash in on the short term but a successful MMO is one that stands the test of time. To do that you need to have a strong foundation. I like this game, the one I'm subscribed in today but the open world part of it completely blows. Is divided into these small hubs. It gives no challenge, there is nothing to explore, it lacks a sense of adventure.
I can give you an example on how it harmed future content. Hunts, their latest big feature. Yoshida imagined it would work like this, someone sees a hunt and shouts for help, a party with nearby players forms and they try to take down a challenging mob. Great in paper, challenging content that encourages teamplay with random strangers.
What ended up happening though is because you could teleport everywhere and the extremely small areas the moment a hunt was announced everyone and their mom on the server would get to it in 3 min. It was not hunting, it was butchering. A zerg of 100 players killing in 3 seconds everything. The only challenge they gave you was if you could hit them at least once on all that chaos.
You know where it would have worked great? In a game like wow. A hunt gets announced on one part of the continet and you're in the other part? It would take you ages to go there so the vast majority would not bother. Then the perfect scenario yoshi had for the feature would actually end up happening exactly like that.
So as we went from 40%~ of revenue (a gross estimate on my part) to 33%~ of revenue (a more accurate description by the producer), what changed exactly? A major, major part of SE's profits on the game come from the PS3, which in the end is what matters, not the exact percentages.
Will no loading screens raise the PC sub numbers by 33%+? If Edli says so, it must be true.
What will 33% extra revenue do for the game? Perhaps it justifies the continued development of content and fixes to the game, something that every other PC only MMO seems to struggle with. In comparison SE is showing no signs of reducing the amount of content they put out on a quarterly basis. Of course you seem to be clueless to the concept of opportunity cost but I wonder whether the players appreciate SE putting out more content and fixes vs. having no loading screens and a PC/PS4 MMO.
Money talks, entitled PC gamers who assume that developers should make high-end PC MMOs with a smaller revenue stream for no practical business reason, walk.
Obviously you keep talking about the long-term as if SE is chained to the PS3 forever, even though they have already explicitly said they aren't, and are willing to drop it once it makes business sense to do so (probably when the revenue stream from the PS3 lowers to a set amount). So please keep telling us how the game will be hurting in the long-term even though it won't be.
Finally the best part of your post, the assumption that extremely small areas are caused by the PS3. It is clear that you have never played FFXI, the game developed for PS2 and then later ported to the PC. The areas were vast, expansive, and it took a long time to travel from one area to the next. There were loading screens yet that didn't stop the areas from being huge with 52mb of RAM to be used on the PS2. The thought process on your part here is that the density of the zones is due to the console version's limitations when as the matter of fact it is a conscious design choice by the developers not related in any way to the fact the game plays on the PS3. The irrefutable proof of this is FFXI, a testament that console MMO areas can be vast and massive.
You cannot seem to grasp why the developers would make it so when a huge part of the playerbase has only few hours per day to play the game, spending half of that time traveling to the content is simply unacceptable in this day and age. You don't have to agree with the design decision, but it doesn't take a genius to understand the reasons for it.
TL;DR: The fact that there are loading screens is caused by the PS3 version. The size and density of the areas is not caused by the PS3 version but is a separate design decision altogether, as proven by FFXI.
Using LOL is like saying "my argument sucks but I still want to disagree".
Comments
A sane developer would think twice before harming the game in the long run for a platform that had only a few months of life.
It's ridiculous that even a city is divided with loading screens. Wow had huge open areas 10 years ago. How the hell did we scale back?
I enjoy undercutting people in the market place - it's the only PvP a crafter gets.
I was caped for several months on my blm. I never botherd with coil or crystal tower. I just did daily rouletts everyday and aventually that got old doing the same dungeons over and over. I got to the point I had all ilvl 100 gear and was stuck there for awhile. I ended up getting tired of that, so I created a new character leveld it abit and became a full time crafter/gatherer.
Got tired of that pretty quickly to, so now I'm playing something else. Didn't like hunts either although they seem very popular right now.
Just don't see the point of playing this game, unless your an endgame raider.
Sadly like you say, people immediately stopped playing on PS3 when the PS4 was released. It only makes sense that a previous generation of consoles instantly die off once their successors are released. We can see it since nowadays the PS3 users bring SE only roughly half of the total revenue from ARR, most of which are the Japanese that haven't been that interested in the PS4 nor the PC version.
Although from a business standpoint we can be sure that the lack of loading screens and the chat bubble feature would have pretty much doubled the PC userbase instantly, so it was a bad move by SE. As we know SE can't just drop PS3 support in the future, even though they have said they will. For now they will have to face the consequences of the loading screens by constantly increasing their financial forecasts due to the game's continued success.
Why do you make statistics up to try to prove your point?
On an interview posted on official forums Yoshida himself said that the console userbase is 50% in Japan and 25% in west. That includes PS3 and PS4. It's the PC that makes them the most amount of money not the freaking PS3.
Sure SE made the right decision for themselves to cash in on the short term but a successful MMO is one that stands the test of time. To do that you need to have a strong foundation. I like this game, the one I'm subscribed in today but the open world part of it completely blows. Is divided into these small hubs. It gives no challenge, there is nothing to explore, it lacks a sense of adventure.
I can give you an example on how it harmed future content. Hunts, their latest big feature. Yoshida imagined it would work like this, someone sees a hunt and shouts for help, a party with nearby players forms and they try to take down a challenging mob. Great in paper, challenging content that encourages teamplay with random strangers.
What ended up happening though is because you could teleport everywhere and the extremely small areas the moment a hunt was announced everyone and their mom on the server would get to it in 3 min. It was not hunting, it was butchering. A zerg of 100 players killing in 3 seconds everything. The only challenge they gave you was if you could hit them at least once on all that chaos.
You know where it would have worked great? In a game like wow. A hunt gets announced on one part of the continet and you're in the other part? It would take you ages to go there so the vast majority would not bother. Then the perfect scenario yoshi had for the feature would actually end up happening exactly like that.
So as we went from 40%~ of revenue (a gross estimate on my part) to 33%~ of revenue (a more accurate description by the producer), what changed exactly? A major, major part of SE's profits on the game come from the PS3, which in the end is what matters, not the exact percentages.
Will no loading screens raise the PC sub numbers by 33%+? If Edli says so, it must be true.
What will 33% extra revenue do for the game? Perhaps it justifies the continued development of content and fixes to the game, something that every other PC only MMO seems to struggle with. In comparison SE is showing no signs of reducing the amount of content they put out on a quarterly basis. Of course you seem to be clueless to the concept of opportunity cost but I wonder whether the players appreciate SE putting out more content and fixes vs. having no loading screens and a PC/PS4 MMO.
Money talks, entitled PC gamers who assume that developers should make high-end PC MMOs with a smaller revenue stream for no practical business reason, walk.
Obviously you keep talking about the long-term as if SE is chained to the PS3 forever, even though they have already explicitly said they aren't, and are willing to drop it once it makes business sense to do so (probably when the revenue stream from the PS3 lowers to a set amount). So please keep telling us how the game will be hurting in the long-term even though it won't be.
Finally the best part of your post, the assumption that extremely small areas are caused by the PS3. It is clear that you have never played FFXI, the game developed for PS2 and then later ported to the PC. The areas were vast, expansive, and it took a long time to travel from one area to the next. There were loading screens yet that didn't stop the areas from being huge with 52mb of RAM to be used on the PS2. The thought process on your part here is that the density of the zones is due to the console version's limitations when as the matter of fact it is a conscious design choice by the developers not related in any way to the fact the game plays on the PS3. The irrefutable proof of this is FFXI, a testament that console MMO areas can be vast and massive.
You cannot seem to grasp why the developers would make it so when a huge part of the playerbase has only few hours per day to play the game, spending half of that time traveling to the content is simply unacceptable in this day and age. You don't have to agree with the design decision, but it doesn't take a genius to understand the reasons for it.
TL;DR: The fact that there are loading screens is caused by the PS3 version. The size and density of the areas is not caused by the PS3 version but is a separate design decision altogether, as proven by FFXI.