
(10-30-2013, 07:26 PM)Kdath Wrote: For an MMO current content is generally another way of saying end game. Normally just shortened to 'content' for the sake of talking about whatever the most recently released patch/raids are, not necessarily the whole contents of the game.
Every group i'm in just calls any objective that one works through "content" where as End-game/Raids are called end-game/raids, a particular sub-set of content. No shortening is necessary, in this discussion I have the capacity to pay attention to things for a long time.
(10-30-2013, 07:26 PM)Kdath Wrote: In most MMO's your reward for getting to level cap is access to that content. You can now 'play the game for real' as it were as this is where most of the challenge and fun distractions open up.
Thats opinion, so no one can really refute it, I enjoy Raiding, but I also know some people who don't do it more than once for the story element, then go about other activities.
(10-30-2013, 07:26 PM)Kdath Wrote: In a single player JRPG your reward is the story line. You play through the game to experience the story and when you have beaten the game you get to know the ending.
FF14 is telling me I have to play this single player RPG while sitting next to tons of other fun people before I can play the MMO with them. I feel that this is a bad design choice.
So the "Current end-game content" is the only "MMO" aspect of the game? I disagree on that point, but opinion like before.
(10-30-2013, 06:38 PM)Kismet Wrote: Skipping the cutscene does not make it so that you do not have to the quest itself, though. Skipping cutscenes will not magically grant you access to dungeons or primal battles. All I'm saying is that I feel that it would be really nice if the developers made it so that players had a variety of ways of unlocking the same content. You'd have to put in the same amount of effort, but you'd have more than one way to go about it.
Yes but outside the story line there is no in-game reason for the Dungeons to exist. As well, I was addressing the line that the story was "being shoved down your throat" in such a way that you don't actually have to read the story, you can just kill X, skip the cut scene and then kill Y, of course you still have to do the quests to unlock it. Just as you have to do the quests to unlock jobs...
How would you address opening content in a logical order without using quests as a gating system? I just think SE had a firm idea in mind and unabashedly made this game with a strong and central story element.
On the topic of "must cater to a wider audience" i'm unsure as to the validity of that statement. XI, GW1, and Eve are all arguably niche games that have done fine for themselves. Or rather did fine, its been a while since GW1 so I can't speak to the stability of it these days.