Uhm, what?
What does Square understand that Trion Worlds, Blizzard, Arenanet and countless other developers do not?
XIV is only "innovative" in Yoshida's mind. It's not a bad game--if it was, I wouldn't be playing it at all--but it's so far behind the times it's not even funny.Â
Square's reading out of a playbook that's eight years old, which, ironically, is the same mistake Bioware and EA made with SWTOR.
Why did it take six months for us to get a crippled costuming system? Why did it take six months for us to get a chatbox transparency slider? Why can we still not send tells in dungeons? Why can we not leave a dungeon and then return to it without resetting it? Why do the dungeons have pointless timers? Why can't we invite a FC member to join our in-progress dungeon run when a random drops? Why do I have to close any active windows to accept a party, linkshell or free company invite? Why can't I access the Free Company or Linkshell interfaces while I'm in a dungeon? Why is the world so small and shut in? Why doesn't Square try to make FATEs fun instead of just required? Why is the macro scripting so limited? Where is that add-on API and support we were promised before release? Why is Crystal Tower so hilariously faceroll easy? Why can't we queue into it with a full raid yet? Where's horizontal gear progression? Why is the endgame gearing metagame so boring? Why are they gating new content behind deprecated content? Why did you ever think it was a good idea to design a fight that requires precision split-second timing in a game that's already astonishingly laggy? Why haven't you stopped running the game on toasters? Why can't we have scalar raiding at endgame instead of being arbitrarily limited to how many people we can take? Why is there virtually nothing entertaining or rewarding to do in the open world at level 50 except busy work? Why are the enemy animations desynced from the actual attacks? Why is the character creation so limited? Why is the main storyline so lazy, and why does it contain so many fetch quests? Why are we given the hopelessly-transparent illusion of choice with assigning attribute points instead of having a standard skill modifier system or talent system? Why is the attribute bonus determined by class instead of job? Why do classes even exist at all beyond level 30? Why are cross-class actions so limited? Why is every endgame boss room a big circle?Â
WHY AM I ASKING WHY SO MANY TIMES?!?!
This is because Square-Enix clearly does not understand the fundamental aspect of what makes a world-class themepark MMORPG in 2014.
That's not to say it isn't fun. It is, but it could be so much more.
What does Square understand that Trion Worlds, Blizzard, Arenanet and countless other developers do not?
XIV is only "innovative" in Yoshida's mind. It's not a bad game--if it was, I wouldn't be playing it at all--but it's so far behind the times it's not even funny.Â
Square's reading out of a playbook that's eight years old, which, ironically, is the same mistake Bioware and EA made with SWTOR.
Why did it take six months for us to get a crippled costuming system? Why did it take six months for us to get a chatbox transparency slider? Why can we still not send tells in dungeons? Why can we not leave a dungeon and then return to it without resetting it? Why do the dungeons have pointless timers? Why can't we invite a FC member to join our in-progress dungeon run when a random drops? Why do I have to close any active windows to accept a party, linkshell or free company invite? Why can't I access the Free Company or Linkshell interfaces while I'm in a dungeon? Why is the world so small and shut in? Why doesn't Square try to make FATEs fun instead of just required? Why is the macro scripting so limited? Where is that add-on API and support we were promised before release? Why is Crystal Tower so hilariously faceroll easy? Why can't we queue into it with a full raid yet? Where's horizontal gear progression? Why is the endgame gearing metagame so boring? Why are they gating new content behind deprecated content? Why did you ever think it was a good idea to design a fight that requires precision split-second timing in a game that's already astonishingly laggy? Why haven't you stopped running the game on toasters? Why can't we have scalar raiding at endgame instead of being arbitrarily limited to how many people we can take? Why is there virtually nothing entertaining or rewarding to do in the open world at level 50 except busy work? Why are the enemy animations desynced from the actual attacks? Why is the character creation so limited? Why is the main storyline so lazy, and why does it contain so many fetch quests? Why are we given the hopelessly-transparent illusion of choice with assigning attribute points instead of having a standard skill modifier system or talent system? Why is the attribute bonus determined by class instead of job? Why do classes even exist at all beyond level 30? Why are cross-class actions so limited? Why is every endgame boss room a big circle?Â
WHY AM I ASKING WHY SO MANY TIMES?!?!
This is because Square-Enix clearly does not understand the fundamental aspect of what makes a world-class themepark MMORPG in 2014.
That's not to say it isn't fun. It is, but it could be so much more.
attractive enmity device