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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."

13 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?

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    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 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)

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    3. 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.

    4. 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...

    5. 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.

    6. 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.

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  2. 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.
  3. 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?"
  4. 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.

  5. 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.)

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  6. 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?

  7. 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.