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Final Fantasy XIV Failed Due To Overly Detailed Flowerpots

_xeno_ (155264) writes "You might not remember Final Fantasy XIV, the Square Enix MMORPG that flopped so badly that Square Enix fired the original developers. But Square Enix certainly does, and at a recent GDC panel, producer Naoki Yoshida explained his views on what caused its failure. One reason? The focus on graphical quality over game play, leading to flower pots that required the same rendering power as player characters, but without the same focus on making the game fun to play. Along with severe server instability and a world made up of maze-like maps, he also cited the game being stuck in past, trying to stick with a formula that worked with Square Enix's first MMO, Final Fantasy XI, without looking at newer MMOs to see what had worked there."

131 of 195 comments (clear)

  1. Maybe there's also another reason? by the_Bionic_lemming · · Score: 5, Insightful

    Instead of trying for massive multiplayer, Maybe they should of concentrated on the people that got the series there in the first place - the ones not playing multiplayer?

    Thoughts?

    --
    _ _ _ Go for the eyes Boo! GO FOR THE EYES!
    1. Re:Maybe there's also another reason? by Anonymous Coward · · Score: 5, Insightful

      Yeah. They should have learned from Blizzard. Warcraft and Warcraft II were single player, as all things should be. But then they ruined it. Remember what a big flop World of Warcraft turned out to be?

    2. Re:Maybe there's also another reason? by Anonymous Coward · · Score: 1

      The first Final fantasy mmo was a great success its been live for 10+ years and counting.

    3. Re:Maybe there's also another reason? by Yosho · · Score: 3, Interesting

      Considering that FFXI was (and still is) wildly successful and FFXIII has been a series of disappointments, I'm not sure how well that would've worked out for them.

      (also, the game you're looking for is Bravely Default)

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    4. Re:Maybe there's also another reason? by drinkypoo · · Score: 2

      Instead of trying for massive multiplayer, Maybe they should of concentrated on the people that got the series there in the first place - the ones not playing multiplayer?

      They're never going to get me to play multiplayer. So unless they want to kick out some epic single player games for the PC (I'm not buying any more consoles) they're just not going to care about me. Or, probably, you.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    5. Re:Maybe there's also another reason? by ackthpt · · Score: 1

      Instead of trying for massive multiplayer, Maybe they should of concentrated on the people that got the series there in the first place - the ones not playing multiplayer?

      Thoughts?

      That crew probably all left for greener pastures. Pretty unusual for the same to to hang about, particularly if they didn't share much in the rewards of getting to the pinnacle.

      --

      A feeling of having made the same mistake before: Deja Foobar
    6. Re:Maybe there's also another reason? by Anonymous Coward · · Score: 1

      I agree with this. Both the OP and the above reply.

      I didn't grow up with Final Fantasy, but I have gone back and played all of the mainstream ones. Of them all, XIII (as a series) is the one I dislike the most (followed by XII and IX). The only place it excels is in graphical fidelity but based on the reason mentioned in TFA, I think that's what happened to it as well. Too much focus on "pretty" things and not enough on actually making it fun. And that isn't exactly a good thing since it was made recently and not 10 years ago.

      At this point, I think SE should stick with remaking the old ones until they figure out how to make a good single player JRPG again. XV looks interesting, but I'm skeptical.

      I was a beta tester for XIV and I never got to play XI (time and money constraints) and I have to agree with them. It was pretty, but boring.

      The only thing I'm hoping for is KH3 to not be terrible. People have mixed feelings about that series, but I personally loved the original. All the spinoffs and 2 were kinda ... bad in comparison. So I'm just hoping for "not terrible".

      YMMV.

    7. Re:Maybe there's also another reason? by Anubis+IV · · Score: 2

      I still remember watching the announcement for FF14 via live streaming. I was in a chat with a few dozen other hardcore gamers from an awesome gaming site that has a great community, and as soon as we could tell it was a proper fantasy Final Fantasy, the chat exploded in glee. People were praising Square-Enix for finally returning to its roots and finally giving them what they wanted. It was a sign of the franchise's return to excellence.

      And then the announcement closed out with the title for the game...which had the magic word: "online".

      I have never seen people lose interest in a game so fast. It was being heralded as the second coming of the Messiah one minute, and just another announcement from a company who doesn't understand what gamers really want in the next.

    8. Re: Maybe there's also another reason? by loufoque · · Score: 1

      XIII has been quite successful, and Lightning Returns is actually a pretty good game.

    9. Re: Maybe there's also another reason? by loufoque · · Score: 1

      They're a japanese company. In Japan, games are for consoles, not PC.

    10. Re: Maybe there's also another reason? by loufoque · · Score: 1

      Too bad, you missed XII, the best iteration in the series.

    11. Re:Maybe there's also another reason? by noh8rz10 · · Score: 1

      I haven't played any final fantasy games since FFII on the SNES. why are there so many?

    12. Re:Maybe there's also another reason? by Mike+Buddha · · Score: 2

      World of Warcraft can be played as a single player game if you want, pretty much. It's a single player game that gives you the option of grouping up.

      --
      by Mike Buddha -- Someday the mountain might get him, but the law never will.
    13. Re:Maybe there's also another reason? by ShieldW0lf · · Score: 1

      There's only one reason anybody does anything ever, and that reason is money.

      Spoken like a screwdriver.

      --
      -1 Uncomfortable Truth
    14. Re: Maybe there's also another reason? by Yosho · · Score: 1

      Well, we could argue about whether it's actually any good or not -- I'll point out that critic reviews have been pretty middling, which is rather bad for an AAA game. Even if it is, the entire FFXIII is completely different from the older FF games, and so it's not a particular good way to appeal to the "people that got the series there in the first place", as the original poster put it.

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    15. Re:Maybe there's also another reason? by Yosho · · Score: 2

      Because they're popular and sell well.

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    16. Re:Maybe there's also another reason? by Hadlock · · Score: 1

      They're less strategy games and more interactive movies these days. History has taught us that people will go and watch a nearly unlimited number of sequels.

      --
      moox. for a new generation.
    17. Re:Maybe there's also another reason? by lgw · · Score: 1

      Heck, any give recent FF game is an unlimited number of sequels! Was it FF (or Dragon Age? or both?) that let you script your battles to the point that even the fights were something to watch, not something to do?

      --
      Socialism: a lie told by totalitarians and believed by fools.
    18. Re: Maybe there's also another reason? by lgw · · Score: 1

      Well, I have FF7 now for the PC. Never played a FF game, but I hear good things about 7.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    19. Re:Maybe there's also another reason? by Payden+K.+Pringle · · Score: 1

      What Yosho said. They sell very well. I want to point out that none of them are sequels. II was not a sequel to I and X is not a sequel to IX. Just in case you didn't know. They tend to have good stories, for what they are. At least, many of the older ones did.

    20. Re:Maybe there's also another reason? by pspahn · · Score: 2

      I remember being super excited when all the hype for FF7 was a big deal. I mean, it had to be huge, it took several discs.

      Then I "played" it. I realized that this was the edition where they completely ruined the series and I haven't played one since.

      (I used "played" in quotes because the game basically played itself compared to previous versions. I mean really, why am I trying to mash a button this fast so I can give mouth to mouth to a dolphin?)

      --
      Someone flopped a steamer in the gene pool.
    21. Re: Maybe there's also another reason? by pspahn · · Score: 1

      FF7 for the PC was a direct port. It came out a little bit after the Playstation version.

      --
      Someone flopped a steamer in the gene pool.
    22. Re:Maybe there's also another reason? by Anonymous Coward · · Score: 3, Insightful

      There's only one reason anybody does anything ever, and that reason is money.

      Spoken like a screwdriver.

      No, a person who lives for money is more like a screw than a screwdriver. They're trapped while someone else tells them which way to turn.

    23. Re: Maybe there's also another reason? by loufoque · · Score: 1

      For Lightning Returns I gave you my personal opinion, which I think is more valuable than professional American reviews.
      When it comes to reviews, it's interesting to see that all Final Fantasy games are better received in Japan and in Europe.

      FFXIII and its sequels aren't that fundamentally different from previous Final Fantasy titles. The fighting system is always a bit similar with some elements unique to the title, sequels are more mission based, and most titles take place in a world mixing magic and technology, as opposed to the classic sword & sorcery theme of most western RPGs.
      There are a lot of similarities with FFX, FFVIII and FFVII.

    24. Re:Maybe there's also another reason? by fuzzyfuzzyfungus · · Score: 3, Insightful

      Instead of trying for massive multiplayer, Maybe they should of concentrated on the people that got the series there in the first place - the ones not playing multiplayer?

      Thoughts?

      Anyone willing to endure the ISO Standard JRPG levelling mechanics ("Wander around an apparently empty landscape until a random encounter occurs, fight it out with some NPCs, repeat A Lot because even if you are now massively overpowered, you know that the actual major boss will fry you into a grease spot with just a nasty look unless you do.") is a perfect candidate for MMORPGs...

    25. Re: Maybe there's also another reason? by Chris+Mattern · · Score: 1

      FF7 for the PC was a direct port. It came out a little bit after the Playstation version.

      I've never playied the PC port myself, but I hear it's quite bad. Very buggy.

    26. Re:Maybe there's also another reason? by stdarg · · Score: 1

      Yeah the game-play of an MMORPG is not radically different, which is why it's in the RPG genre I guess. The big two problems with them are the players and the resurrection of characters.

      The players ruin the RPG environment because most of them are not there to RPG, they're there to chat or trade stuff. Most other players ignore you. It's just too annoying to go into town and suddenly it's like "hay ne1 got flour? I nd it 4 Barta's Recipe qst" or whatever. That kind of noise is no fun.

      The constant availability and replayability of quests is also dumb and annoying. It makes sense that in an RPG I can wander around and kill the same type of creature over and over -- there are lots of them. It's dumb when entire dungeons respawn including the named boss characters. Diablo also had this feature, so it's not exclusively MMORPG, but I'm pretty sure it's universal among MMORPGs and rare in regular RPGs.

    27. Re:Maybe there's also another reason? by dicobalt · · Score: 3, Interesting

      I agree, but only because a MMO is a fucking career, while a RPG is just a game. I have no interest in a MMO.

    28. Re:Maybe there's also another reason? by jeffasselin · · Score: 1

      That was FF12.

      Still even then it wasn't as bad as FF13.

      --
      If he explores all forms and substances Straight homeward to their symbol-essences; He shall not die.
    29. Re: Maybe there's also another reason? by drinkypoo · · Score: 2

      I've never playied the PC port myself, but I hear it's quite bad. Very buggy.

      It depended primarily on what kind of graphics card you had, at release time. If you had a PowerVR you had tiling errors leaving gaps in things. Some cards would render better, I didn't own them. :) These days there are fancier patches that supposedly clean the game up very nicely. I think I still have the original, but after beating it two or three times it loses some of its appeal. I don't have the patience for grinding baddies any more. Now I either want to grind with a grinding wheel, or the contents of my pants, though not both at once.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    30. Re:Maybe there's also another reason? by CastrTroy · · Score: 3, Insightful

      World of Warcraft is to Warcraft as JavaScript is to Java. They arenrelated by name only. Warcraft 1 and 2 were real time strategies, while world of Warcraft is an RPG. Also, Warcraft 2 (don't know about 1), did have multiplayer, although it wasn't massively multiplayer. Still remember playing that game over modem with my friends.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    31. Re:Maybe there's also another reason? by pla · · Score: 2

      Instead of trying for massive multiplayer, Maybe they should of concentrated on the people that got the series there in the first place - the ones not playing multiplayer?

      Personally, I agree with you 100%. I got hooked on Final Fantasy way back with the original NES version; bought every US version that came out; I even got into console emulation largely to play the half of the series never released in the US (or in English - Thank Zeus for groups like DeJap and RPGe!).

      And I simply have no interest in playing an MMO. Yes, I can appreciate that a great many people do like MMOs. And yes, I can appreciate the financial incentive to an MMO - Every 4-5 months of subscription basically amounts to the price of buying a new game. But in pursuing that ongoing revenue stream, Square has lost players like us, who loved the series and have zero interest in socializing with our 13YO former selves.

      I mostly don't understand why they can't do both - They already put all the effort into building the game engine, the world, even a main storyline. How much more effort would it have taken to nerf the bosses down to single-player difficulty and add enough NPC AI to pass the rare "human cooperation required" sections of the plot? Sure, I'd only pay once for the game, but that comes out to one more time than they've got from me now.

    32. Re: Maybe there's also another reason? by O('_')O_Bush · · Score: 1

      I think the problem was multifaceted. Starting with making the combat system as generic as possible. Combat is one of the areas where real creativity can shine. Just look at the varied systems between pre-EOC Runescape(no class concept, multiple level trees for different combat styles, weapon based special attacks, and mixing gear types for the situation and on the fly) versus Guild Wars (initially top tier gear was diverse in graphics only, attacks based on weapons with some influence from skill trees) versus WoW (expectation is everyone on max level with only distinguishing features being gear and skill trees) versus FFXIV ( generic level system, only diversity coming with raising multiple classes to high level and mixing skills, no useful auto-attack, meaning all combat is tedious number key mashing).

      I raised a max character in RS (took years), SWTOR (took months, mildly tedious, nothing to do end game), GW (took weeks-low months, less tedious, but little to
      do afterwards at the time), but could only manage to play FFXIV even after relaunch for a month or so before I was so bored I couldn't play anymore and moved on to Starbound.

      That is pretty bad with an 2D indie mine craft clone can beat out a super expensive MMO on my interest levels because of being too generic and tedious.

      --
      while(1) attack(People.Sandy);
    33. Re:Maybe there's also another reason? by Anonymous Coward · · Score: 1

      JRPGs have always been like that when compared to CRPGs like the Ultima or Elder Scrolls series. JRPGs are all flashy graphics, but very little interactivity and control.

    34. Re:Maybe there's also another reason? by Anonymous Coward · · Score: 1

      Except for X-2, XIII-2, and Lightning Returns...

      The series just isn't the same anymore, though. It's almost always been practically an interactive movie, but they used to be good movies, driven by interesting characters and supported by the best composer for the genre. After Sakaguchi stepped down and Squaresoft merged with Enix, they've taken a nose dive.

    35. Re:Maybe there's also another reason? by Wraithlyn · · Score: 1

      Haha... I think the "feed the dolphin" mini-game was the EXACT point where I quit the game.

      And yet, people still hail it as one of the greatest stories ever, nearly 2 decades later... so I always feel this nagging feeling that I should dust it off and finish it. But man.. those flat polygons and 320x240 backgrounds *shudder*. Maybe I'll wait for the inevitable iOS/Droid remake (they're already up to FF6).

      --
      "Mind, as manifested by the capacity to make choices, is to some extent present in every electron." -Freeman Dyson
    36. Re:Maybe there's also another reason? by Hadlock · · Score: 1

      As someone who still owns their childhood copy of FFIII (now known as FF6), I'm going to have to disagree with you on that one.

      --
      moox. for a new generation.
    37. Re: Maybe there's also another reason? by SuiteSisterMary · · Score: 1

      There are new ports for VII and VIII. Or at least, re-done ports. Out on steam a few months ago.

      --
      Vintage computer games and RPG books available. Email me if you're interested.
    38. Re:Maybe there's also another reason? by spire3661 · · Score: 2

      More like WoW is a theme park based on the Warcraft universe.

      --
      Good-bye
    39. Re: Maybe there's also another reason? by spire3661 · · Score: 1

      Only because computers are linked to porn so heavily in Japan.

      --
      Good-bye
    40. Re:Maybe there's also another reason? by Cammi · · Score: 1

      I don't know. They destroyed the series after 6, and it has never recovered ... They still haven't learned their lessons.

    41. Re:Maybe there's also another reason? by mister_playboy · · Score: 1

      XII's AI scripting was entirely optional. Any boredom from using it would have been self-inflicted.

      Playing through the whole game with no gambits and no "pause while in menus" makes combat much more difficult. Give it a try!

      --
      Do what thou wilt shall be the whole of the Law ::: Love is the law, love under will
    42. Re:Maybe there's also another reason? by Anonymous Coward · · Score: 2, Interesting

      Javascript and Java aren't even related by name. That's just a very, very unfortunate coincidence.

    43. Re:Maybe there's also another reason? by nhat11 · · Score: 1

      Eh what? They revamped FF14 and now it is one of their most successful series yet. Thoughts?

    44. Re:Maybe there's also another reason? by nhat11 · · Score: 1

      You're missing the point anon

    45. Re: Maybe there's also another reason? by Talderas · · Score: 1

      I noticed that a lot of Americans who hate FF13 tend to do so for three primary reasons. The first two and foremost being the linear nature and that combat was relegated to spamming X. FF13 cast as the illusion in FF games that I had known to exist for some time. All Final Fantasies were linear. Sure they contained a forest you could get lost in but that was part of the illusion that it wasn't linear. The second was an illusion that your choices other than spamming X would matter in 99.9% of the fight. They didn't. With the exception of a few fight every fight could be won using a combination of basic attacks and limit breaks. While other attacks were more potent they were rarely more efficient.

      The third complaint, which is far less passionately argued than the first two, is about poor characters which I can marginally get behind and even there I don't think they failed outright. There were certainly weak characters (Snow/Hope) but Sazh was a very strong character with clear motivations while Fang and Vanille has retroactive character growth where their previous actions and the character's subsequent growth have greater clarity once you find out more of their backstory.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    46. Re:Maybe there's also another reason? by Talderas · · Score: 1

      Say what you will but FF14:ARR (not FF14) is the first MMO where I actually read quest dialogue. Take that for what you will.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    47. Re:Maybe there's also another reason? by Talderas · · Score: 1

      ARR seems to be doing pretty well. If you had specific issues you were curious about I would be glad to answer how or if they've been addressed.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    48. Re:Maybe there's also another reason? by GTRacer · · Score: 1
      I'll throw in my two gil here, as a 5-year XI vet (retired) and current XIV:ARR player since the PS3 Beta.

      [...] they tried to make it so that people who preferred Crafting to Combat could play Crafting professions without ever fighting

      There is nothing stopping you from going craft-only in XIV right now, except for one little detail. You can't run the main story missions on a crafting class. If you don't care about the story, I believe you're free to craft to your heart's content. In your starting city... Because, getting to the other two cities requires the main story opened up to a certain point, or a *lot* of luck running on foot between cities. I mention this because the crafing classes (weaver, carpenter, armorer, etc.) are spread across the three cities, as are the combat classes.

      --
      Defending IP by destroying access to it? That makes sense, RIAA/MPAA. Go to the corner until you can play nice!
    49. Re:Maybe there's also another reason? by X0563511 · · Score: 1

      I couldn't even figure out how to bring up a menu on that piece of shit. I had to use the task manager to quit, try (and fail) to find any useful documentation, and cancel my account.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    50. Re:Maybe there's also another reason? by Talderas · · Score: 1

      You have to reach level 10 in your starting class before you can go craft only. Level 15 unlocks the airship. Travelling between Ul'Dah and Limsa Lominsa is relatively painless. Limsa Lominsa -- (Ferry) -> Waking Sands -- (Walk) -> Horizon -- (Walk) -> Ul'Dah. Only some of the mobs between Waking Sands and Horizon are aggressive and their level is 12-13 at best. Getting to Gridania is harder.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    51. Re:Maybe there's also another reason? by Black+LED · · Score: 1

      The point is a person who is exposed to only JRPGs will never understand just how limited they are until they try a CRPG.

    52. Re:Maybe there's also another reason? by nhat11 · · Score: 1

      I was responding to Hadlock and anon response. Not to TC though I should have pointed that out.

    53. Re:Maybe there's also another reason? by nhat11 · · Score: 1

      Dang it I mean the first anon not Hadlock

    54. Re:Maybe there's also another reason? by Wraithlyn · · Score: 1

      Is it better than the modded PC version?

      --
      "Mind, as manifested by the capacity to make choices, is to some extent present in every electron." -Freeman Dyson
  2. Easy potshots != thoughtful analysis by Anonymous Coward · · Score: 1, Insightful

    It's easy to shit on the graphic artists, but were they in charge of the gameplay? Were they in charge of the game design? No way. These are totally separate departments, and a producer trying to shift the blame for the game's failure onto the art department is pathetic.

    1. Re:Easy potshots != thoughtful analysis by wisnoskij · · Score: 4, Insightful

      I doubt he was blaming the artists themselves, but the leadership who ignored gameplay and focused on the artists.. But I could be wrong, it is not like I am going to read the original article.

      --
      Troll is not a replacement for I disagree.
    2. Re:Easy potshots != thoughtful analysis by Baleoce · · Score: 1

      He's not having a go at the graphic artists. or 3D rendering artists. He's criticizing whoever made the decision to make those assets render with such high fidelity when it would obviously impact on performance. The artists will most likely have done what they were told to do.

    3. Re:Easy potshots != thoughtful analysis by Chris+Mattern · · Score: 1

      It's easy to shit on the graphic artists, but were they in charge of the gameplay?

      He's not. The detail with which backgrounds are going to be rendered isn't decided by the graphic artists. Or, at least, it shouldn't be. If it was, then the fault *still* isn't the graphic artists', but the management's who assigned the wrong people to the job.

    4. Re:Easy potshots != thoughtful analysis by Tridus · · Score: 2

      Actually, he's blaming the leadership that decided to devote so many resources to graphic artists and so little to "is this game actually fun, and does the UI work?"

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
  3. From someone who played! by Anonymous Coward · · Score: 1

    I played it, Black mage, the reason why it failed was because the skill system was so messed up it was better for me to run around punching mobs to get skill points than using my spells.

    Also the bazaar system, searching through 1000 player shops to find one item gets old really really fast.

    Also the scaling for parties was very bad, the difficulty did not scale at all but you got alot of bonus xp.

    1. Re: From someone who played! by loufoque · · Score: 1

      There are more serious issues, but when I think about it all current MMOs have them as well.
      To me FFXIV is actually semi-decent precisely because it is a bit old school.

    2. Re:From someone who played! by Talderas · · Score: 1

      Okay. I've played FFXI and FFXIV:ARR. It sounds like you're describing 11 because whatever you're talking about doesn't even come close to how ARR works.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    3. Re:From someone who played! by GTRacer · · Score: 1

      Hes' describing the original XIV. Its bazaar system was bizarre and I hear the combat was also really frustratingly balanced. That said, I'd pay a small one-time fee for a server key that got me into an original XIV world, UI and all, so I can compare it to what I know from half a year at the revamped A Realm Reborn version. Bonus points if I can import my existing character, with needed conversions for gear and skill limitations.

      Also, 11 had an actual auction house, where 14 didn't. And in 11, BLMs couldn't solo by punching things. Even with a good melee subjob it was hard enough *WITH* magic. I can't imagine doing that fists-only!

      --
      Defending IP by destroying access to it? That makes sense, RIAA/MPAA. Go to the corner until you can play nice!
    4. Re:From someone who played! by Talderas · · Score: 1

      11 did have bazaars though, which would sell items from a player's inventory. They were rather prevalent when I played. Anyway, my point is more that what he described sounded far more similar to my experiences with FF11 than to my experiences with FF14:ARR (I have none with FF14). That should be telling. While they may have been trying to do everything different from 11, it's like they were trying to do it different yet the same.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
  4. "You might not remember Final Fantasy XIV" by Ultra64 · · Score: 1

    Why would I not remember a game that was revamped and re-released less than a year ago?

    Of course I remember it, I'm still playing and there are plenty of others on my server.

    1. Re:"You might not remember Final Fantasy XIV" by Opportunist · · Score: 1

      I think the game they refer to is the one that you cannot play anymore because that what you play now is what it got turned into.

      Trust me: It was a veritable turd. If anything, it should have been in the textbook on "what to avoid in an MMO".

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    2. Re:"You might not remember Final Fantasy XIV" by Chris+Mattern · · Score: 2

      Yeah, it had a lot of problems. One I haven't heard mentioned much yet (possibly because it got patched away within a few months after release) was the wonky experience system. You literally couldn't figure out how to level your character.

    3. Re:"You might not remember Final Fantasy XIV" by _xeno_ · · Score: 1

      One I haven't heard mentioned much yet (possibly because it got patched away within a few months after release) was the wonky experience system. You literally couldn't figure out how to level your character.

      Well, it wasn't so much that you couldn't figure it out, is that it was entirely random.

      OK, first off, I have to explain that you have two levels: your character level and your class level. Your character level would slowly go up by getting regular old XP. Your class level involved getting "SP" and SP was randomly rewarded by doing actions related to the class.

      And I mean that literally. Using a class's action had a random chance of gaining SP, depending on the level of the target the action was being used on.

      Now you might assume based on what I just described that "character level" was like a traditional RPG level and that "class level" would be used to unlock skills or something. Nope. All the "character level" did was unlock attribute points you can use to increase attributes whose meaning was never explained. The "class level" was your traditional RPG level - increasing it would increase all your attributes on a set growth curve. (In addition to being used to unlock skills.) And leveling that up was, quite literally, random.

      The random factor was what was patched out a few months after release, they changed it so that killing enemies always generated SP. As far as I know, they never got rid of the "character" level, whose sole purpose was granting "bonus" attribute points.

      --
      You are in a maze of twisty little relative jumps, all alike.
    4. Re:"You might not remember Final Fantasy XIV" by Chris+Mattern · · Score: 1

      As far as I know, they never got rid of the "character" level, whose sole purpose was granting "bonus" attribute points.

      Nope, "physical levels" were abolished in patch 1.19, which went live on Sept. 29. 2011. That was a big patch; it included true induction into a Grand Company (before 1.19, you could only be a recruit), Ifrit became the first Primal fight released, the first beastman strongholds, Kobolds and Amal'jaa, were opened, airship service was started, chocobos were introduced, XP chaining was introduced, battle regimens (which never worked, as far as I can tell) were eliminated, and the materia system was introduced. Really, 1.19 was when FFXIV became worth playing. They still needed to fix the overall engine, requiring the relaunch to 2.0 (and they did a complete revamp for 2.0 besides that as well), but 1.19 was, in my opinion, when FFXIV was fixed.

    5. Re:"You might not remember Final Fantasy XIV" by Opportunist · · Score: 1

      My apologies, but I didn't stay THAT long. Sorry, but there is a limit even to my ability to endure suffering.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  5. Finally... by theReal-Hp_Sauce · · Score: 1

    I've been preaching that game creators should be spending some time on actual fun game play for years and years now. Graphics are nice, but game play is huge. Take Nethack for example. The Half-Life 1 & 2 games figured out the game play thing also. There are more, but the point is... I hope all game developers realize that it's important one day.

    -hps

  6. Re:so it's art by ackthpt · · Score: 1

    Lovingly crafted with attention to detail, yet not pragmatic enough to make money, money, money. It must be art.

    No kidding. Personally I really go for a game with intricately designed accents, such as flower pots. If they're just the rough-n-ready ones like from the garden department discount bin, count me out.

    --

    A feeling of having made the same mistake before: Deja Foobar
  7. It wasn't the flowerpots. by blackicye · · Score: 2, Informative

    It failed for many more serious reasons than engine performance.

    There were no quests in version 1.0, it was pure grind. Most of the players were so bored out of their minds they took to crafting.

    1. Re: It wasn't the flowerpots. by loufoque · · Score: 1

      Crafting is supposed to be a fun mechanic.
      The problem is that modern games are too much loot-based, rendering crafting and player creativity useless.

    2. Re: It wasn't the flowerpots. by Rich0 · · Score: 3

      Crafting is supposed to be a fun mechanic.
      The problem is that modern games are too much loot-based, rendering crafting and player creativity useless.

      That, and in most games there is nothing creative about crafting. Grind materials, put into formula, get predicted output, sell on market. It is just another form of grinding.

      Now, something like Second Life (disclaimer - I've never played it) where you can actually model your own objects and write code that governs their behavior - that is creative. The problem is that it is hard to do something like that for a casual gamer. Something like Minecraft is going in that direction, and of course it is popular as a result.

    3. Re: It wasn't the flowerpots. by Talderas · · Score: 1

      FF14:ARR has one of the funnest gathering and crafting systems I've ever seen.

      Let's start out with some basic things. Items from monsters are automatically looted to you. You don't need to click on a corpse and click take all or any such nonsense. It may still be grindy to gather materials from monsters but at least they remove some of the tedium.

      The other methods of gathering (mining, botony, fishing) are also far more entertaining than the standard WoW model. In WoW, you run up to a node. If your skill is high enough you can get a random item from it based on what can come from it. You have a chance to gain an increase in skill each time you do so. You're also competing with every other miner in the game for nodes. ARR is much different from this model. First of all you're not competing with other players when gathering. Every mining/botony node usually has multiple items that can be gathered from it and you can be selective regarding what item you loot. Items initially stat off as undiscovered and have a 25% chance to successfully gather. Once you have done that the chance to gather reflects your gathering and perception stats, the latter of which modifiers your chance to obtain a high quality version of the material. As you gain levels in the miner class you unlock various abilities which can do things from increasing you chance to gather high quality items, increasing your chance to gather, or even increasing the quantity that you receive when gathering. All of these abilities require GP which regens at a rate of 5GP/3sec and additionally gaining 5GP every time you successfully harvest. They're minor differences but the gathering game is far more engaging than the click & loot version employeed in WoW and its ilk.

      Fishing is also just as relaxing as other games but also more engaging just by the presence of the mooching ability. Do you keep that high quality fish you just caught or do you mooch it to catch something else?

      Crafting is also far more fun than the standard "gather materials, crafting item, wait X seconds" method used in WoW. That's really more or less enabled by the high quality system where high quality items are statistically better. You engage in a minigame where you spend CP to increase the chance of getting a high quality synthesis while using abilities to actually complete the item. While it is possible to guarantee a 99.9% chance to HQ every time (random number gods and all that) it does require leveling various crafting classes to get certain crossclass abilities. Attempting to HQ everytime as a blacksmith with no other crafting class is going to be very difficult. While you can setup macros to mass produce intermediary materials (usually gets some mix of NQ/HQ depending on your class level) the final goods that you produce, if of a recipe level comparable to your class level, will generally be created differently each time even if the result is identical.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
  8. Final Hallway 13 by Dwedit · · Score: 1

    So how did this game compare with Final Hallway 13?

    1. Re:Final Hallway 13 by _xeno_ · · Score: 1

      Imagine instead of being a long series of hallways that you were linearly lead down, you were instead dumped into a large maze of nearly identical hallways and given absolutely no direction...

      --
      You are in a maze of twisty little relative jumps, all alike.
    2. Re:Final Hallway 13 by tepples · · Score: 1

      So how did this game compare with Final Hallway 13?

      I know it's a joke about the perceived linearity of FFXIII, but why does that sound like it'd be the title of an entry in a too-long-running horror flick series? Perhaps I have too much Final Destination and The Shining on the brain.

    3. Re: Final Hallway 13 by loufoque · · Score: 1

      So it's a good game you mean? Why do you want something to point you where to go?

    4. Re:Final Hallway 13 by Talderas · · Score: 1

      It's a joke because everyone that utters it is pissed off that the illusion of non-linearity was dispelled with FF13.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    5. Re:Final Hallway 13 by GTRacer · · Score: 1

      I said it when it came out and I'll repeat it now. After (during) years with Final Fantasy XI and its, "Take your next step in saving the world. We'll be somewhere waiting. And we aren't going to do more than give vague hints about what to do, where to go or whom to speak with. Good luck!" quest system, I *adored* XIII's linearity. I could enjoy the story at a reasonable pace without constant hops onto a wiki for guidance. I may also be in the minority in saying I didn't hate Vanille. That honor went to Hope.

      I also liked the Paradigm system and its take on gear and attributes.

      --
      Defending IP by destroying access to it? That makes sense, RIAA/MPAA. Go to the corner until you can play nice!
  9. That, and the fact that it's an MMO by HalAtWork · · Score: 1

    That, and the fact that it's an MMO in a series that has traditionally been a single player character-driven story-based adventure.

    1. Re: That, and the fact that it's an MMO by loufoque · · Score: 1

      Final Fantasy has never been about the story. It's about good fighting systems.

    2. Re: That, and the fact that it's an MMO by Anonymous Coward · · Score: 1

      Final Fantasy has never been about the story.

      *Looks at you, then at FFVI, then back at you*

      Yup, you're full of shit.

    3. Re: That, and the fact that it's an MMO by mister_playboy · · Score: 1

      That's a good description of XII, actually.

      XII's battle system was essentially just XI's MMO system turned single-player, but as a person who had never played an MMO, I found it very fresh and interesting.

      --
      Do what thou wilt shall be the whole of the Law ::: Love is the law, love under will
    4. Re: That, and the fact that it's an MMO by Talderas · · Score: 1

      I do regard Paradigm as one of the best.

      Once you get past the issue where every previous FF was a game where it was most efficient to mash X and other options, while more potent, were far less efficient. FF13 provides a refreshing change of pace where everything is one the table and usable.

      The major flaws of Paradigm were fixed in FF13-2 where you were able to modify the AI behaviors a little bit. So instead of having all three commandos attacking separate targets (the natural AI response in FF13) you could have the AI setup so that all three commandos would attack the same target.

      FF13 was also one of the few FFs since at least FF6, the other being FF9, where characters were meaningfully differentiated. FF7, FF8, FF10, and FF12 all featured party members which had no significant differences outside of limit breaks.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    5. Re: That, and the fact that it's an MMO by GTRacer · · Score: 1

      *THANK YOU* This is what I thought was so neat about XII - it looked and played like an MMO but wasn't. Also, I really got a kick out of the Gambit system and the Job Board. A system I wish they'd have kept as an option for later entries.

      Semi-serious thought - would the desire for botting in XIV drop if a proper Gambit system was added to aid in grinding or crafting?

      --
      Defending IP by destroying access to it? That makes sense, RIAA/MPAA. Go to the corner until you can play nice!
  10. Etymology of both kinds of pot by tepples · · Score: 1

    According to Wiktionary: Pot as in container most likely comes from a Proto-Indo-European word reconstructed as *budnos. Pot as in cannabis appears to come from a contraction of Spanish potación de guaya, literally "drink of grief", meaning a drink made with marijuana buds in wine.

    1. Re:Etymology of both kinds of pot by torsmo · · Score: 1

      "Drink of Grief", as in anyone drinking it is sure to encounter grief/bad side-effects, or a drink used to drown out grief?

  11. Fools. by VortexCortex · · Score: 1

    The test was not a success, but that does not mean it was a failure. It just means we now know the next version of the Matrix have that feature set. It's hard to get you humans to perform calculations for the sake of calculating. You think homeomorphic encryption is hard? Just try running programs atop a logic lattice that require teenagers to do their homework! Hell, you even propagate errors ON PURPOSE just to be lazy. That's why there has to be so much redundancy!

  12. Not like XI = Fail by svanheulen · · Score: 1

    Honestly I think the main reason it failed was because it was NOT like FFXI. It's like they took all the greatest parts of FFXI and replaced them with WoW crap.

    1. Re:Not like XI = Fail by Anonymous Coward · · Score: 1

      Exactly this. All these excuses that they weren't aware of what competing MMOs were doing is total nonsense. The NPCs in the FFXIV original release specifically made FUN of people 'standing around at auction houses' when the FFXIV devs were trying to push their own indentured-servant NPC-based bazaar system. To fully savor this irony, please consider:

      11-Jul-2002 - FFXI opens the Auction House system in-game (http://wiki.ffxiclopedia.org/wiki/Category:News/FFXI)

      7-Jul-2004 - WoW opens the Auction House system in-game (http://www.wowwiki.com/Patch_0.8)

      FFXI's auction house actually pre-dates World of Warcraft's! They actually had a good idea that they then made fun of later! The need to differentiate themselves from the prior FFXI showed up in every aspect of FFXIV, and was almost certainly mandated from management, as almost every aspect of the game was unfun and unplayable. There was no auto-attack, you had to hit a button for each and every swing. There was no easy and fast travel system, chocobos were not even available at release. FFXI's crafting system was already somewhat burdensome, and FFXIV's system increased the complexity 5-fold. It was almost literally impossible by design to gather materials for items you needed at the level you wanted to make them, in an attempt to jump-start the player-run economy.

      The FFXIV team made every single mistake possible, and they did it knowingly. They deserve whatever scorn they get, and this whitewashing after the fact is hilarious. FFXI succeeded in North America despite itself, as the dev team was very blatantly nationalistic and did not communicate nor solicit feedback from North American or European players for years after release.

    2. Re:Not like XI = Fail by _xeno_ · · Score: 1

      I agree, I'm not sure I understand Yoshida's comment about them being "too focused on FFXI" because if anything the problem was that they essentially looked at FFXI and decided they were going to try and be as different as possible from it. (Well, at least in some aspects, considering they wholesale lifted things like the various player races from XI.)

      People were looking for an updated XI for the then-next gen consoles, and instead of doing that, they did everything they could to distance the mechanics for XIV from XI, and it just didn't work.

      --
      You are in a maze of twisty little relative jumps, all alike.
  13. Re:Ivory tower much? by Zebai · · Score: 1

    As someone who actually tried the revamped version I believe they have done a good job fixing all the concerns your listed above. There's no need to grind at all for your primary class as quests can take you the entire way there. If for any reason you find you don't know where to go next they have a very nice recommended quest/zone/dungeon list and loading is not any worse than any other game. I played a new character up to around 35 on my main class and I enjoyed most of it. Not playing it anymore but that's more me not spending as much time playing games period anymore.

  14. Re: Ivory tower much? by Scutter · · Score: 4, Insightful

    The article pretty much just says that the flower pots were merely a symptom of a much larger problem - that the developers spent far too much time on graphics and not nearly enough time on fun, story, stability, playability. They were not blaming the failure on the flower pots.

    --

    "Tell me doctor, with all of your defenses, are there any provisions for an attack by killer bees?"
  15. Re:Ivory tower much? by darkitecture · · Score: 4, Informative

    So... you're pretty much agreeing with the article you didn't read.

    All those things you described sucked because they spent too much time detailing other less-important things such as pot plants.

  16. EVE? by Gothmolly · · Score: 1

    So why did EVE fail? The same thing - labrynthine GUI, endless grind just to get through the tutorial, massive download size, perpetual patch treadmill.

    --
    I want to delete my account but Slashdot doesn't allow it.
    1. Re:EVE? by Anonymous Coward · · Score: 1

      EVE content is not "primarily created by the players". Let me know when players are able to design and create and fly new ships ("I made a new cruiser type that has 90 turrets on it"), UI control elements, create unique drones (as in "I made a drone that goes around and gives everyone in the local system 1 ISK"), or any other aspects. CCP controls the content, meaning the ships, weapons, blueprints, drones, armours, etc., in addition to all UI aspects, are written by CCP.

      What you meant to say was "EVE is a sandbox -- the 'story', i.e. 'what goes on in the universe', is primarily created by the players." Social situations are not content.

    2. Re:EVE? by Talderas · · Score: 1

      The "content" as you label it is, on the whole, created by the players. Just because the "blueprints" of the content is created by EVE devs doesn't mean that it gets into the game from the devs.

      Of course, you could use content as used in the MMO community where content means "the stuff players do".

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
  17. My comments on this by Megane · · Score: 3, Interesting

    Along with severe server instability and a world made up of maze-like maps,

    That's one little problem I have with the later maps in FFXI. While the original areas had nice big areas, most of the later expansion areas were what I call "outdoor dungeons". Pits connected by trench hallways, with the areas in between being up on 10 foot high cliffs. There are even some areas you wouldn't realize are outside except when you look up and see a tree canopy.

    Another problem XIV had was the degree to which sections of a map were copied and pasted. Sure, in FFXI you can see stuff like similar looking forks in the road, but in XIV, entire small hills were practically rubber-stamped all over a zone, without so much as even rotating them.

    he also cited the game being stuck in past, trying to stick with a formula that worked with Square Enix's first MMO, Final Fantasy XI, without looking at newer MMOs to see what had worked there."

    My own analogy of what happened is that they effectively had a list of "stuff that didn't work in FFXI and we need to fix when we don't have PS2 Limitations", and "stuff that works great in FFXI and we should keep". They used the first list, and threw out the second.

    Another problem I think XIV had was that someone had A Great Idea, which is always trouble. "Hey, guys! What if we made your class depend on the weapon you were using?" Which sounds like it could possibly be a pretty good idea. Except they apparently never bothered to actually play test it to make sure it worked well enough, or even tune it. Instead, all the preview demos were all about the uber graphics resolution. Of course, this being in Japan, anyone who might have pointed out that it wasn't such a great idea would have instinctively held back so as not to embarrass his superiors.

    Other radical ideas were thrown in, apparently from just trying to do something different without trying it, such as "People weren't 100% happy with the auction house in XI, so let's not have an auction house! We'll make people's characters stand around and bazaar their stuff even when they're not online!" Except that the number one problem with that is NO INDEXING. If you want, say, a cotton thread, you have to check every character's stuff individually, with no way to compare prices or even know who has what you want. Or at least that's what I understood the problem was from reading a bunch of forum posts from people in beta, because no way was I going to start another grindy MMO from the start, so I stayed with XI. (If I do go try other MMOs, I've sworn that it will be for exploration and seeing cool landscapes and maybe cool plot lines, not for grinding gear to help me grind more gear.)

    --
    #naabhaprzrag, #sverubfr-000, #agi-fcbafberq, negvpyr[pynff*=' negvpyr-ary-'] { qvfcynl: abar !vzcbegnag; }
    1. Re: My comments on this by loufoque · · Score: 1

      Individual shops favor social interaction.

    2. Re: My comments on this by theArtificial · · Score: 1

      Is visiting many ebay pages ad-hoc social?

      --
      Man blir trött av att gå och göra ingenting.
    3. Re:My comments on this by Golden_Rider · · Score: 1

      Other radical ideas were thrown in, apparently from just trying to do something different without trying it, such as "People weren't 100% happy with the auction house in XI, so let's not have an auction house! We'll make people's characters stand around and bazaar their stuff even when they're not online!" Except that the number one problem with that is NO INDEXING. If you want, say, a cotton thread, you have to check every character's stuff individually, with no way to compare prices or even know who has what you want. Or at least that's what I understood the problem was from reading a bunch of forum posts from people in beta, because no way was I going to start another grindy MMO from the start, so I stayed with XI.

      Yes, that is exactly what it was like. If you wanted to buy some specific item, you had to go to some "bazaar" area, which was basically one of several larger halls inside town, in which you found the NPC retainers of other players standing around, pretty much like the terracotta army. Each retainer was the private shop of one player, and you had to walk up to each and every single one to check if that shop had the item you wanted, and at which price. So if you wanted to see all the options for a particular item, you had to check all the shops, because there was no overall list of items on offer. The only saving grace was that at least the bazaar areas were labelled as to which areas were for which general type of items (like armor, weapons, ...). But this was, as far as I can remember, not enforced, so you could have private shops in the wrong area. And the server lag made checking out the private shops as slow and annoying as you can imagine. Basically the whole system was as bad as it was possible to make it.

    4. Re:My comments on this by ImprovOmega · · Score: 1

      Oh my god - EverQuest had the bazaar model figured out like 12 years ago! Central list where you look up who has what and at what prices then worst case you have to hunt around a little to find the exact trader. I heard that they started allowing offline traders over there a year or two back (finally). To see such a regression is..troubling. I mean surely some people on staff played a few other MMO's out there to see what worked well and what didn't?

    5. Re:My comments on this by Talderas · · Score: 1

      I don't see anything inherently wrong with having a class based on a weapon. The potential problems come in with FF's job system. So a job is based off a class but since classes all have various types of weapons associated with them, that means the job has two hurdles. The first is that the base class has to make sense. It has to use a weapon available to the base class. The second problem is that the base class need to have abilities useful to the job. This is one of the things I perceive as a weakness with the Arcanist class and Scholar job. The majority of abilities for healing as a Scholar are gained via Scholar rather than Arcanist while Arcanist provides some support abilities (and damage options).

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
  18. Re: Ivory tower much? by loufoque · · Score: 1

    So basically, it's japanese and it's not for casuals. What were you expecting?
    The Final Fantasy series have always featured complex systems and all Japanese games have grinding and farming elements.

  19. Re: Ivory tower much? by Opportunist · · Score: 1

    That it would be grind heavy was a given, nobody doubted that. And if that had been the only "problem", it would certainly not have been one for me, I've had my share of "grindy" games.

    The main problem was that it was simply boring. And not because of the grind, because of the lag in between grinding. If looting takes 5-10 seconds because that's pretty much the average lag between clicking and result, it gets a bit tedious.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  20. With The Series In General by Greyfox · · Score: 1

    I find the prettier the graphics get, the less I seem to like their characters. If I hate the characters, I'm not going to get into the game enough to finish it. And I'm not going to drop $60 sight-unseen from a studio whose characters I typically hate. I've gotten to the point where I pretty much just ignore new game announcements from them, and that consider that to be an indicator of pretty bad health for the studio. They very much need to put some effort into making sure their games are actually fun and that people will give two shits about the characters in them. That's how you make an epic game, even with PS1 graphics.

    --

    I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

  21. Damn straight. by stoploss · · Score: 5, Insightful

    God, yes. I bought a PS specifically to play FFVII. In fact, that's why I ended up with a PS rather than an N64. I played many of the other FF releases on a variety of platforms, with many fond memories.

    As soon as I heard Square Enix was jumping on the goddamn MMO bandwagon with the series, FF became dead to me.

    I want something I can play at home, offline, as the fucking singular, main character around which the entire epic plot revolves. I even enjoy the oddly culturally inaccessible Japanese angst that is imbued in these storylines. I also *like* that each damn JRPG revisits the same basic tropes, albeit from different angles.

    ABOVE ALL, I DON'T WANT A FUCKING ONLINE, SOCIAL GAME WITH A GODDAMN SUBSCRIPTION MODEL! WoW already has nailed that market perfectly, for those who are interested in that kind of experience. For all practical purposes they own the market and the market seems both satisfied and fully tapped (ie. there's unlikely to be a vast untapped market for MMO subscribers so competition is effectively a zero-sum game among the various companies).

    Square Enix, do you want to be an also-ran with a mediocre MMO that everyone compares to WoW, or do you want to once again be the unrivaled master of the JRPG archetype?

    1. Re:Damn straight. by MugenEJ8 · · Score: 2

      I'd mod you up but ran out of points yesterday. I second everything you say in here. It just seems like the Square Enix merger was the beginning of the end for the Final Fantasy franchise. Like they decided that had so much incredible JRPG assets to pull from that they just couldn't fail... That mixed with the MMO revolution, and their mainstay brand completely lost its identify...

      Truly sad days :(

    2. Re:Damn straight. by lgw · · Score: 2

      It's possible someone could make an MMO I'd really enjoy. But it wouldn't play anything like WoW. As you say: Blizzard nailed that, no need for another. Let alone 50 clones. While I'm not going to say "it can't be good if it's an MMO", as that is simply unimaginative, no MMO can substitute for a well-plotted single-player fantasy RPG.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    3. Re:Damn straight. by cbhacking · · Score: 1

      For what it's worth, Eve Online is a popular, well-funded, and long-running MMO that plays nothing *at all* like WoW. It also plays nothing like FF, of course. In fact, I can't think of any game it really does play like... it's a space game, but it's nothing like Elite or Descent or Homeworld or SoaSE or... yeah. It's its own thing. But it's fun!

      Subscription required, but if you make enough in-game money you can effectively pay that to other people to get them to buy your subscription for you. There are trials available, of course.

      --
      There's no place I could be, since I've found Serenity...
    4. Re:Damn straight. by Rich0 · · Score: 1

      Yup - that's basically the point though. If you want to carve out a niche, you need to actually make it a niche. Doing what everybody else is trying to do isn't finding a niche.

      Final Fantasy jumped the sharks ages ago for me.

    5. Re:Damn straight. by interkin3tic · · Score: 1

      I think you're mixing up the symptom with the disease. The company changed before the online one was put out. It came out in 2002 a year after 10. Look at the dates on the "key people" of square, the people who had been there for a long time when the series was in it's prime all left at the same time. I've heard it attributed to the utter and complete failure of the terrible movie. After losing so much money and having to merge with Enix, the powers that be decided the artsy types who had created the series needed to go, to be replaced with people who would follow the money and not take chances. The result was inevitable: games that were mediocre in terms of not only content but also profit. To shareholders, that's preferable.

      For (much) more information, you can probably google these things and find forum posts on the subject which go into excruciating detail. I'm almost glad final fantasy died when it did, I feel like there would be a lot more guys my age living alone in their parents basements. Not sure the economy can handle that.

    6. Re:Damn straight. by lgw · · Score: 1

      The problem with Eve is it has the meanest community around. Even by MMO forum standards, Eve is bad. Cool movies of the big battles tho.

      PvP can be fun, if the people you play with are nice, but it's not really a substitute for content. What ever happen to first-person games with content, anyhow?

      --
      Socialism: a lie told by totalitarians and believed by fools.
    7. Re:Damn straight. by lgw · · Score: 1

      Oh, CoH was just plain awesome. So much creativity and fun in the player base, even if many of the quests were half-baked. The feel of playing it was just right. BAM, knocked 6 guys across the room. Tanking 80 guys at once and holding agro until your buddy opens up with his pure-offence class. Sadly, they lost it somewhere, and Champions and the others never really had the same feel.

      --
      Socialism: a lie told by totalitarians and believed by fools.
  22. Or maybe people are tired of hamster wheels... by Marful · · Score: 1

    I remember how it took me nearly two weeks to get to level 12 in FFXI.

    Why would I ever want to subject myself to the same kind of leveling game mechanic a second time?

  23. I didn't read the article because I went to the ta by Mystiq · · Score: 1

    The focus on flowerpots, while a little misguided, is still correct. Yoshida explained (or rather, a translator in my ear explained because he was speaking in Japanese) that, because they had such great success with FFXI, they failed to look at where the MMO genre had gone and stuck conservatively to their (cartoonishly large) guns. Undeniably, Square-Enix is a graphics powerhouse. Their games look gorgeous. Correct me if I'm wrong but style is just part of Japanese culture. The systemic problem was that the focus was not where it should have been: player experience. This is a game, after all. He emphasized that the success of FFXI blinded them in the creation of FFXIV and development time was spent in all the wrong places because they believed they were doing a good job without realizing what was going on right under their noses.

    There's also the part that the game suffered upwards of 400 crashes per day (I'm assuming across the various servers worldwide), which was just a symptom of the larger problem.

  24. False Dichotomy by Flammon · · Score: 1

    The focus on graphical quality over game play,

    You'd think that they would know this by now. Dong Nguyen has over 170,000 followers on Twitter for a good reason and it's not the graphical quality of Flappy Bird and neither is it game play. It's the fun factor.

    1. Re:False Dichotomy by Flammon · · Score: 1
      Your definition of a false dichotomy is different than what I understood and also different to Wikipedia's.

      A false dilemma (also called black-and/or-white thinking, bifurcation, denying a conjunct, the either-or fallacy, false dichotomy, fallacy of exhaustive hypotheses, the fallacy of false choice, the fallacy of the false alternative, or the fallacy of the excluded middle) is a type of informal fallacy that involves a situation in which limited alternatives are considered, when in fact there is at least one additional option.

      http://en.wikipedia.org/wiki/F...

      I'm proposing a that the focus should be put towards a third option, making the game fun which is different than game play and graphics quality.

  25. typical bureaucratic Japanese sense of innovation by v(*_*)vvvv · · Score: 1

    the game being stuck in past ... without looking at newer MMOs to see what had worked there.

    Creativity isn't about following the latest and greatest trends, or throwing your resources at a project. Yet with large Japanese bureaucracies, approval requires precedence, and innovation turns into copying. This is a general trend with any large bureaucracy, but it is especially severe in Japan, where they make it a formality. Proof that it is a formality is in this speech. Even given failure, they attribute the cause to not copying the latest trends well enough. That is why game companies should never merge.

    If you thought your game was stuck in the past, think again. Maybe YOU ARE.

    And given that, your games will NEVER RULE AGAIN.

  26. MMO's are OK by phorm · · Score: 1

    Frankly - despite being a long-time fan of the single player games - I've got no issues with an FF MMO. I won't likely play one, but if they want to make one of those every few years, go ahead. Skyrim is a great single-player game and they are also planning an MMO in that universe. Given the open nature of Skyrim it seems like a reasonable choice.

    What I DON'T want is to see MMO's cannibalizing devs from single-player games. I also don't want to see single-player games that grind like MMO's. Let them make MMO's for long-term low-rate consistent cash-flow, and single-player games for point higher-rate cash flow. It might be a good thing for both areas of play. Both can generate new ideas/mechanics that benefits the franchise overall

    For example, ATB has been a fairly big staple of the jRPG world for a long time. It wasn't always well-received in the beginning, but it made its place. FFXII introduced a more MMO-like type of play.
    In some ways it was a step beyond the play of games like Chrono-trigger, where battles took place in the same gamespace as navigation (no "battle zoom"). Unlike Chrono-trigger, the "turn-loading" aspect was more seamless in that there weren't loading based, and there was even less cutover between navigating and battle. The script-based attacks (if enemy vulnerable to ice cast ice) was actually quite cool as well. The big downside, the latter part of the story sucked. It was actually going good for quite awhile, but the ending really just felt like somebody dropped a cleaver on the story partway. All that pretty ended up with no substance

    FFXIII (FF13) was even worse. There's nothing wrong with beautiful flowerpots. There is if the flowerpot has more detail and intricacy than the story/gameplay. FF13 had terrible grinding gameplay, a rather crappy story (nice cinematics yes, but weak plot), *annoying* actors, and was very restricted/on-rails. Despite the beauty of the environment, you felt very detached. Worse, it has followed FFX-2 (X-1 being at least somewhat respectable) into the realm of "Sailor Moon Dress-up".

    The last good FF-style game I played was actually "Lost Odyssey." It's not even a Squaresoft title at all, but apparently had a lot of ex Square/FF guys on the team. It had a good, quirky plot, interesting characters and a decent soundtrack.

  27. Re:typical bureaucratic Japanese sense of innovati by _xeno_ · · Score: 1

    Yeah, this deserves reiteration. I'm not sure where the hell Yoshida got the idea that part of the problem was they were "stuck focusing on lessons from XI" from given that XIV basically ignored everything that made XI good, but it's his claim.

    The scary thought is that he may be right, that XIV really did represent what they learned from XI, which, honestly, really does explain quite a bit about Square Enix's recent releases.

    --
    You are in a maze of twisty little relative jumps, all alike.
  28. They just now figured this out? by CTU · · Score: 1

    WTF ever happened to substance over style. How did they not get that was one reason FF13 SUCKED was because they cared more about making a pretty game then an enjoyable game.

  29. Crazy Climber by csb · · Score: 1

    Nichibutsu got the flowerpots just right, back in 1980.
    There has been no need for innovation since then.
    http://www.youtube.com/watch?v...

    --
    We reserve the right to serve refuse to anyone. -management
  30. Re:its not the flowerpots by Talderas · · Score: 1

    There's a completely reasonable and logic in game explanation. Phoenix Down has always and will always restore a party member from the KO status. KO is not dead. KO is knockout. Aeris was killed and no amount of phoenix downs are going to reverse that.

    --
    "Lack of speed can be overcome. In the worst case by patience." --Znork
  31. Re: Ivory tower much? by Anonymous Coward · · Score: 1

    The article pretty much just says that the flower pots were merely a symptom of a much larger problem - that the developers spent far too much time on graphics and not nearly enough time on fun, story, stability, playability.

    I think that pretty much sums up AAA game development for the past decade. If I was writing a book about the stagnation of AAA gaming, I might call it "The Allure of the Flower Pots"

  32. I like overly detailed flower pots, you insen...! by Novogrudok · · Score: 1

    Not played FF before and coming from WoW, I was pleasantly surprised by the quality of the graphics in FFXIV. I stopped playing only because I felt no danger, as FFXIV seems to be essentially a PVE game.

  33. Well here is the scoop by syleishere · · Score: 1

    I played ff11 for so long and enjoyed it, till I was disappointed in game play by ff14. The old graphics in ff11 and everyone sitting around doing nothing because development team took so long to put out anything new led everyone to move to ff14 in first place. Played ff14 for awhile, then was so disenchanted. You login, and have to craft all the time, making the game so boring. At least in ff11 you could at least buy gil online and play game way you wanted, always fighting with the best gear. It was impossible in ff14, always had to do boring things instead of fighting. The other 2 key points were that they took away ability to search for people to fight with like they had in ff11. In ff11 what addicted everyone to that game to begin with was first time getting out in killing fields in sandoria to kill rabbits, and getting invites to join a bunch of people in valkurm dunes. Everyone loved it, they probably got killed trying to get there, but people wanted to play with you, and you would eventually make it there, it was fun. In ff14 you just sit there and noone cares to invite you to anything at any given point, it was boring fast. FF11 key element was joining up in groups so people could play with you, then buying gil , getting some good gear, to continue fighting well with your group so you weren't a downer to your group having undergeared player. Lastly the disenchantment with ff14 was they never let ff11 players continue into the ff14 world. ff14 should have been an addon worlds to ff11, just with better graphics. The games regardless become boring at some point. As with final fantasy 11, when you hit level 75, you sat around with your thumb up your butt for a week just to do some large event like dynamis, lagged all over the place because there was just to many people in the party to be able to play your character properly, especially with lag from foreign servers, they had no north america servers, so you can imagine the latency. All in all, they should have continued on with ff11, they had good system for inviting people to party, an auction house to buy everything you needed,(even if you bought your gil, cause let's face it who wants to sit there and craft over fighting anyways), ff14 should have been an addon to ff11 with better graphics, killing their way to invite people to groups and auction house, was what made game flop. People did not want to run around for years crafting , they wanted to login with their couple hours, get invited to a party , and enjoy fighting. It was as simple as that.