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News & Features Discussion  » [Column] Final Fantasy XIV: A Realm Reborn: You Got Theme Park in My Sandbox

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43 posts found
  Treespider

Apprentice Member

Joined: 7/03/13
Posts: 27

8/08/13 5:26:11 AM#41

Good article , but what happens when a Theme park game starts to take off the rails of there game , and then add the sandbox elements? FF11 new direction been slowly taking a lot rails off .  You now can play as  any monster in the game in new game mode ,  once they gets it done and they get the pvp going  it will feel sandbox. To new players.  They no longer are on rails just get to lv99 and go to open world events they now got , then go back to the theme park way.

This is one the reason a lot the ff14 fans are happy what they got planned for ffXiV now since they been testing the ideas on ff11 lately.  There going all in ,.

  h0tNstilettos

Novice Member

Joined: 6/23/13
Posts: 14

8/09/13 3:15:30 AM#42
Originally posted by aslan132
Originally posted by BadSpock

Not much about FFXIV:ARR is there?

Should be a more general column, not specific to the game IMO as it is MUCH more about themepark vs. sandbox.

 

FFXIV:ARR is definitely a themepark, as you said, unapologetically so.

ARR is also giving a ton of different rides, and in a lot of ways, allowing you the player to choose which to ride and which to skip, as well as which to repeat to your heart's content in a way that is somewhat unique in the genre.

Building a better park IMO - and that is EXACTLY what I want out of my MMORPG.

Great character building, great graphics, cross platform play, excellent story, lots of group content both small and large scale, a full housing system, and the promise of a subscription fee with NO item mall or cash shop or freemium premium F2P B2P P2W or RMT.

As for the quote above and the underlined specifically, thats not what FFXIV is at all. Let me preface before the hate and say I love the game. Im having fun in the betas, and if it werent for the subscription, my guild and I would be playing the game. It feels very much like FF, but as much as thats a positive, it is also a negative. It plays very much like a console game on rails. 

 

While other games look to drive the industry forward, and try new things, this game is a step backward for the industry. This is very much your old school MMO, multiple hotbars, one button macroing, forced grouping, stand still to cast, and no dodge or action combat, etc. all bundled up with a sub fee.

 

"allowing you the player to choose which to ride and which to skip" this part right here is especially false. The game very much forces you in one direction, with required grouping and dungeons, and quest hubs all run on rails. Want a mount? You have to join a faction, which means getting to a certain point in your story missions. Want to use the airships, again only after doing your story missions. Want to run dungeons, oh yea, you need access which is given by doing your story missions. Dont want to do dungeons? Too bad, they are forced within your story missions, and you cant progress in the game without them. Oh and the repeatable content, theres FATES (see Dynamic Events), most of which are death if you try to do them solo. But youll have plenty of time to do them, if you want to level other classes, its all grind, since the quests are not repeatable. 

 

FFXIV:ARR is definitely a themepark, as you said, unapologetically so. This is the best way to describe the game. Its as themepark as themeparks come, right out of 2004. No game has done more handholding or guided rails in the last 5 years, even GW2 allowed you to choose if you wanted to do the story missions or not. Im not saying any of this is a bad thing. Many players want the old school MMO feel. Its whats been missing in their gaming, and why they hate on new MMOs so much. I hope the game is a huge success, and keeps all those gamers satisfied, so they wont need to hate on new games like ESO, or EQN, or ArcheAge, or games that try to do something different for the industry. 

Seriously? ARR is taking things that have been done before and innovating them to make them better, AND will be introducing things not done in MMORPGs before. AND even if it had not done anything innovative, it is still a really well designed MMORPG. To elaborate . . .

Things that have been done before, but innovated in ARR . . .

1. Crafting is actually interesting and more in depth in ARR, and have their own classes as a result.
2. The player housing is very in depth in ARR rather than tacked on like it is in most MMOs.
3. More class freedom with the armoury system. Your equipment determines your class, rather than your class dictating your equipment. This armoury system also allows freedom of class choices and even cross class abilities for unique combinations. This also almost eliminates the annoying inventory clutter issue found in most MMORPGs by giving players separate inventories for equipment and non-equipment and making them larger than most MMORPG's single inventory.
4. Chocobo companions, which can fight with you with their own classes, equipment, and will include raising and breeding. It's the combination of these systems I'm getting at. This is a much better pet/companion system than your typical MMORPG, a little more involved.

Things unique to ARR when compared to other MMORPGs . . .

1. The Gold Saucer type amusement park, which will include numerous side games to keep players busy for those that want more to do outside mobs, quests, and dungeon runs. This has been confirmed by Yoshi.
2. Chocobo races. This is still a rumor and not confirmed yet, but Yoshi has mentioned the desire to add such fan service things to ARR. Considering the amusement park has already been confirmed, and past FF amusement parks all had chocobo racing; there's a good chance chocobo racing will be a side activity for ARR's amusement park. It would be the first FF with an amusement park/casino to not have chocobo racing if they leave it out.

[B]And some things coming that keep the game entertaining regardless of the fact they've been done before (and may have an innovative aspect to them compared to other MMORPGs, but unknown yet so I left these out of the innovated categories above) . . .[/B]

1. PVP
2. a collectable card game
3. free company housing/quests
4. achievements

The game's strong points not mentioned above . . .

1. A questing system loaded with layers of sub-questing systems, whether it be story quests, job quests, side quests, levequests, guildhests, grand company quests, etc
2. A very dedicated developer/producer and team
3. Logs for battle, crafting, and gathering, which is simply another nice layer of content
4. Most of the story quests allow for soloing to max level and other side things, which is what many MMORPG players have complained about being lacking in other MMORPGs. The only downside is the occasional story dungeon/battle requiring a party. The point is the game still has more solo content than your typical MMORPG. Who knows in the future they might make 1 player versions of the story dungeons, though unlikely. I still give them credit for the amount of solo content.
5. A very fluid game, with beautiful unique environments each drawn by hand rather than copy and pasted.
6. Excellent music and atmosphere.
7. Normal, Hard, and Extreme mode for the hardcore individuals
8. Multi-platform
9. FATE events

To say ARR does nothing innovative is just plain blindness. Aside from innovation the game is already packing more layers of systems/content than any other MMORPG has before during a beta. So just think of post beta as the game builds up. I'm sure I missed some stuff. Point is the game does some innovative things/new approaches, but simply disguises it as a familiar formula since the formula is successful and they want some familiarity.

 
  JDogg126

Novice Member

Joined: 8/16/08
Posts: 44

You've ruined your own lands, you'll not ruin mine!

8/25/13 9:52:28 PM#43
I am hoping that instanced content goes away as a design element in MMO's.  It ruins community completely.  Also no more easy mode LFG tools those ruin community too.  Competitive PVE is needed!  I'm hoping that EQ Next will have a "classic mode" server that has corpse recovery, no instances, and thus a great open world experience.
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