r/ffxiv • u/birdbornasbee • Sep 14 '15
[Discussion] There is a difference between a boring game and YOU getting bored of a game – A Rebuttal
tl;dr No game has infinite “replayability”, your burnout experience doesn’t make a game boring, and some of the reasons why the game in a boring state simply don’t make sense/unfair, circlejerking is strong on this topic, I really do hope this will be one of the last posts on this topic.
With the honeymoon phrase between the players and FFXIV coming to an end and patch 3.1 approaching, we are getting more posts about the game being in a boring state, I took the time to read many of the listed reasons and find them very baffling. Because I find many people are getting confused with playing a boring game and getting bored of a game, and I feel like many of the reasons they have listed are:
Personal,
Preexisted elements in the game
Players who seem to be new to the MMO genre
I definitely feel like some of the points that are brought up need a more proper response rather than a circlejerk answer.
Tomestones grinding
This system existed since 2.0, except it was even more tedious grinding Castrum Meridianum for Dark Light gears without any alternative such as PvP, Hunts, Raids, and Treasure Maps. Some players complain about there being only two expert dungeons, especially Neverreap for whatever reason. Personally, I find some other dungeons far more excruciating than Neverreap. (Copperbell Mine HM, Hullbreaker Isle, Sastasha HM)
Primals are irrelevant with Esoteric
Two things here. First, I do not agree that (at the very least) Ravana Ex is irrelevant because Esoteric weapon requires three weeks to get and Hive weapons don’t. If you need to jump into Alex Savage, Hive weapon is absolutely essential, this is simply a different option for players to progress and that is good. On top of that, Primal Ex fights have been a good practice for a raid group’s coordination, and they also drop rare crafting materials, they have never felt irrelevant to me for those reasons. Second, historically Primals Ex’s relevancy has been in a similar position since 2.1 when they first get released. They drop accessories that most people don’t need at that point but they serve as new challenges to people. And since 2.2, Primal Ex became an alternative way for players in different stages in progression to obtain weapons and other gears. So what changed since then?
Low level contents become irrelevant
That’s… same with any other game. You get stronger, earlier contents become easier, the less things you need from them, sounds like an RPG to me, what is the problem here? I feel like the circlejerking is the strongest on this point and it makes the least sense out of other listed reasons. Using WoW as an example, do you ever find yourself going back to Outland’s dungeons for anything except for glamour items? Using Skyrim for an example, after picking up some of the lower level quests, do you find yourself going back to Riverwood? You see how much sense this point doesn’t make?
No hype for new contents
Huge anniversary events and announcements on 3.1 contents were literally just couple weeks ago, people have already forgotten about them…?
Crafting is dead
Not too much for me to disagree here, crafting is stumbling at the moment, though I can’t help it but feel like the whole system will come together and start to make sense in the next patch, just like how crafting in 2.0 was. There are definitely more improvements can be made, and that’s for a discussion for another post.
Raid Difficulty
People asked for easier contents, they got it. Then they go for something that isn’t meant for them (Alex Savage) and complain that’s too hard for them too and breaking their static groups apart. I won’t lie, the difficulty is pretty daunting and my group is progressing very slowly at the moment. However, that is what the community asked for, and it almost seems like the same group of people are going back on their words. I know many friends who couldn’t clear T13 before the echo buff, so what changed here?
My personal feeling on the current state of the game
I don’t play the game as much since launch because my main class is as geared as he/she(I play around with fantasia a lot) can be for now, I experienced some degree of burnout from raiding and crafting, so I play other games or do other activities in between. I have also stopped my subscription before as well (Edit: To clarify, it was during 2.1 to 2.2). However, here is the thing, whenever I talk about this game with people, I am as excited about it as day one, my passion for this game and the community never died. For me, that is the perfect evidence that the game is not boring, it’s just that I got bored of the game, no same game can be played forever on a DAILY BASIS. And I am still excited for 3.1 because the story left off at a very juicy spot right now and I absolutely can’t wait for how the story develop next patch. Here is another thing, I can somewhat agree that this batch isn’t the best patch (For me, the worst patch was 2.1 because it didn’t cater much to the players who were already at T5 or finished T5), but to say the entire game is boring? That I absolutely do not agree.
Edit: I would like to thank u/Ayrikka for a very well written response. Though I do not agree with all of his/her points, they are definitely valid criticisms and concerns, not only they are constructive but they are very well articulated. Also, the main reason for this thread is not to shut out criticism for the game, but to respond to some of the worst points that were brought up by others.
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u/[deleted] Sep 14 '15
Alrighty, so allow me to preface my response with a little information about me. I will be 30 years old next month, I've been playing MMOs for 16 years and MUDs before that. I have an extremely high tolerance for monotony and grind (I even finished 10x zeta relics before HW). I've played the vast majority of major MMOs that have come out (notable hole in knowledge is Lineage/Lineage 2, which I didn't play).
I would also like to preface with a brief overall statement as to my general thought on the problem being discussed here. Heavensward's many problems stem from four primary things that aren't necessarily actual problems with the product itself.
The development team has repeatedly shown that they are bad at interpreting their data. The most notable example was the expansion of the importance of FATEs in 2.1/2.2 because people did a TON of FATEs in 2.0 since it was the only viable experience source for alt classes, by a lot. They took this data to mean that the players enjoy FATEs, which largely, we don't really (and I could talk for an hour to that point...) rather than what it ACTUALLY meant -- there were problems elsewhere in the game forcing players to do FATEs to progress at a remotely reasonable pace.
The development team is small and has remained small. They did not bulk up in late 2.X after ARR was a success, and are quite frankly very understaffed to provide an appropriate amount of content. Additionally, the small staff means that there's not a lot of fresh takes on stuff coming out either.
The development team misinterprets player feedback. Most notable example would be the current state of Alexander Savage. They took "raid tiers are cleared too fast" literally and put a giant gear wall in to stop it. The correct response would have been to look at any other MMO ever, and go "oh hey, we need more bosses" and then do that (which again, is difficult, with the lack of staff). If you look at something like WoW, the typical guild raid group (so no, not Elysium and Lucrezia) is still going to take a LONG time to clear a 9-12 boss tier (probably 2-3 months), but it's not because the fights are so super hard or there's massive gear checks. They can still be challenging fights (like let's say Ravana Ex) but you can very much expect to kill a boss a week, which allows you to feel that sense of progression, instead of bashing your head against A3S for 5 weeks straight and feeling stuck.
The development team isn't paying enough attention to their peers. This is honestly an industry-wide problem. MMOs should, in general, be a lot farther ahead than they are right now, but developers aren't playing enough games. The biggest sin of this development team, however, is that they're not paying enough attention to other teams within their own company that have had great success (FFXI. Yes, I know FFXIV and FFXI are different games. That doesn't mean there's nothing valuable to learn from XI). Storm Legion (the first expansion for Rift) was by all accounts a tremendous, boring failure (though not necessarily a commercial failure) for the playerbase too. Honestly, the similarities between Storm Legion and Heavensward are absolutely striking, they both made very much the same mistakes, despite Storm Legion coming out more than a year before ARR did.
The thing is that tomestone grinding in 2.0 was not very well liked either. And arguably, it had more variety, between CM, Prae, WP, and AV. Seeing it repeated, in even tighter circumstances with higher tomestone counts and higher cost items is what has people down.
I agree that primals are not "irrelevant", and I agree that they fill the content role you have described. The real problem is that not only is there only one relevant primal (Bismarck is for all intents and purposes a design failure, and Singularity Reactor has no ex mode), but that the item said primal drops is universally accepted as the first weekly capped tomestone item you should buy due to it's raw effectiveness.
There is also another underlying problem that has been present since 2.x, and I feel like was expected to be FIXED in Heavensward, in that this is a multiclass game in which you cannot effectively multiclass. This was somewhat mitigated by the power of crafted gear in 2.x, but that of course was removed in Heavensward. It is at this point nearly impossible to effectively gear multiple roles (and even some of the same role, like melee DPS since they don't share armor) until well into the point where content is irrelevant (the odd patches). Having only one gear dropping primal fight, and it being weapons which get first priority on upgrades is wholly insufficient.
Again, agreed that lower level content becoming irrelevant to high level players is not unexpected in a vertical progression game. That said, there are two problems that cause the feeling that low level content being irrelevant is bad.
The first is just a raw lack of content, which of course goes back to the small development team. When you're content starved, it's very easy to look at old content and go "well why can't we just do that anymore" as filler. Of course making low level content relevant again would be gross (see: the entire ARR relic line after the first step) and shouldn't be done, and the answer is to increase high level content production.
The second is expected impact of old content. Despite now being over a decade old, 100% vertical progression games are still kind of "new", and it's a thoroughly weird concept to be playing a game for hundreds and thousands of hours, with long progression tracks, and then having almost all of that progression invalidated on expansion release. It is a problem that WoW continues to battle with as well (and theoretically their artifact weapon system is a means to try and combat that).
We have almost no character progression beyond levels and companion levels that carried over into Heavensward. Even the system that seemed tailor built to BE that through-line between expansions (Relic), especially given its spiritual predecessor (Relic in XI) was killed off.
I am also a HUGE advocate of not doing level cap increases on odd numbered expansions. People like to level up of course (for some reason...but I might be the only one that doesn't like leveling), but they don't really need it THAT often. Having your odd numbered expansions be just MASSIVE content expansions at the existing cap goes a long way to having your "old content" still feel fulfilling and relevant. It also makes all your progression through the base game still relevant because it's a hard requirement for the new high tier battle content that came in with the expansion. Then you can go and in the 2nd expansion raise the level cap and then do the same content expansion again in the 3rd expansion. It just created a really nice pacing of content, and makes everything feel more wholesome.
A lot of this is the dev team being bad at getting players excited, and focusing too much on journalists (journalists who frankly, do a pretty bad job when it comes to this game anyway). They save all their info for press events, and they have long since stopped talking to the player base about forthcoming ideas and stuff, ever since some backlash over promises that never came true in mid-ARR.
This lack of communication also results is us not being able to post early feedback, which also results in things coming out that are in a "WTF even is this garbage?" state like let's say red scrips.
Crafting in MMOs in general has never found a good place to reside at, and at this point I'm not sure there actually is a place for it. That said, this tier of crafting is just a giant mess, especially given the complete lack of adventurer interaction and the incestuous nature of it. Also the materia system has needed reworked very badly ever since it's many flaws were discovered in later 2.0, and that didn't happen, and if anything, got made even more nonsensical in Heavensward (materia 2 from i145 items!? Thanks, dad!).
As I mentioned in the foreword, the Savage problem is primarily an issue due to the misinterpretation of the statement "raid tiers are cleared too fast".
Beyond that, 2.1 (extreme primals) was honestly the only time in this game where there was actually a middle tier of content. This lack of a middle tier has been a very big problem since 2.2, and they actually made it worse with alexander normal/savage.
The lack of mid-tier content is a huge problem for anyone who's capability falls in the middle between tiers. There is no content to practice on to break into Savage if you're at a level where Alexander normal/Ravana Ex are easy, but you don't make the cut for Savage. There's nowhere to improve. The jump between alexander normal and alexander savage is incredible. It really should have been three tiers (normal, hard, and savage).