Showing posts with label Absolute Virtue. Show all posts
Showing posts with label Absolute Virtue. Show all posts

Friday, December 18, 2009

Morning in Vana'diel: Defending Your Avatar

Morning in Vana'diel is your daily dose of FFXI and all things Vana'diel. Give us your thoughts on the interesting topics of the day! The day of reckoning approaches and in the end have we spent our time well? I think so.

With the coming of the FFXIV beta I have done a little bit of reminiscing about the time I have played FFXI, time I have enjoyed. I have also thought about those that didn't enjoy their time playing FFXI apparently, and I don't really get it.

I never really understood the way some people complain after quitting FFXI, or how they will never play FFXIV because "SE sux". I guess it's just the bitter gamer that is projecting their anger onto the game company instead of themselves.

Whether you like it or not, FFXI is a well run and successful game. A few people complaining about AV does not really effect the experience of 99% of the player base even those that want to fight AV.

Another one of those projections is the complaints about customer service. Outside of the few people that really did have to deal with the problems with SE and getting their account stolen, most of these complaints are from people that don't have the experience to make such claims and are just parroting what other people say.

SE's game development for FFXI is actually very good, especially considering the limitations of the game itself, but remember this game started development about 10 years ago and things are much different now than they were then. I think the problem right now is one of internal resources and nothing more.

SE doesn't "hate" their player base. They have learned from their mistakes and there are many examples of this. There are still some other mistakes they haven't or don't want to rectify (AV) but in the end the game experience in FFXI is excellent and enjoyable. It is far more social and it was built to be this way. Grumpy gamer kids may not really appreciate this aspect of the game, but in the end, we are all probably much better off without them.

And of course, if you just want to dismiss everything I just said, go ahead and call me an SE fan boy.

Wednesday, August 05, 2009

Morning in Vana'diel: Plain Old Fun Vs. Shiney New Fun.

Morning in Vana'diel is your daily dose of FFXI and all things Vana'diel. Give us your thoughts on the interesting topics of the day! I don't know about you, but I am not having less fun in game but I am having less fun anticipating having less fun in game.

I have no internet at work this morning so I have no idea when this is going to be posted. And in this moment without instantaneous entertainment I am left to think about things a little more slowly, and a little more globally. I made me wonder how the developers really think about monster and event creation.

Now it is obvious that SE really isn’t putting anywhere as much heart into their events as they once did. The last two updates have seen events that mirror one of their oldest event systems: Garrison. Maybe they decided to use it because no one uses this kind of semi-instanced event anymore, but I have a feeling it is more to do to the need to spend less time developing new programming for events so they can work on the mini-expansions and FFXIV.

These events are not bad at all. The ANNM and Fey Weapons events are actually quite challenging and rewarding. They do require a little more thought than some other things that have been introduced lately and some of them like the Xarcabard Fey Weapon battle are actually very difficult. It is not the challenge or the reward I am concerned about, it is how they come up with the events they do implement.

There are weird balances between the different events. Some of the things they come up with are very interesting, intriguing and challenging. Salvage, for example, is probably the best implemented idea SE ever had, or at least after they added the crate of cells at the beginning of the run. Some zones were hard, some thought provoking and some required trickery, but all were interesting. But then you have something like Pandemonium Warden and Absolute Virtue, which are nothing more than insane puzzles that only the developers have the answers to the riddles. Why even create challenges that are not meant to be defeated? If we were reading a story or watching a movie these would be fine, but in a game are challenges that are too challenging even worth the development time?

[Note: Of course, Pandemonium Warden has become increasingly defeatable, but that is only because of the changes that occurred because of the way it was originally designed.]