Final Fantasy XIV:Character Dust Off

200b5cea373d9f1d96c9bf78d9734dee Final Fantasy XIV: 1.0 Character Dust Off

The Clock Ticks Down

As I type this, there are just a few short hours until part 2 of phase 3 for the Final Fantasy XIV: A Realm Reborn beta opens up. This weekend will be the first time, since the original servers shut down late last year, that we’ll be able to play our 1.0 characters. This means that players will get to see more of the mid-level or end game content since they won’t have to focus as much on leveling. This will also be the first hands-on look at the jobs (advanced classes) since shut down; although only characters transferred from 1.0 servers will have access to jobs.

High Hopes and Deep Thought

I have high hopes for this weekend, I’ve dusted off my main account just for this section of the beta. Up to this point, it didn’t matter which account I was using because the experience would be the same. However, from this point on, I can use my old characters. So, I can play through my level 45 Dragoon to decide whether I want to finish that character or start over from scratch to experience the game the way it was meant to be experienced. These next few beta segments will be a very important time for me as I have a huge decision to make regarding the path I take.

FFXIV: A Realm Reborn -A Game for Every Mood Interview with Naoki Yoshida

“In this day and age, it’s all about the communication between players. They are our best marketing asset. They’re the ones who are going to tell other players, “You should play this game.” You’re going to listen to your friend, rather than listen to a big corporation”.- Naoki Yoshida

de2e39d870bd61eec4e100671c5d6a9d Final Fantasy XIV: A Game for Every Mood Interview with Naoki Yoshida

I’ve been following all things Final Fantasy XIV: A Realm Reborn religiously.

@SquareEnixUSA posted a particularly interesting interview USgamer did with director Naoki Yoshida on Twitter. Yoshida’s first response in the interview addressed my biggest concern so far in the beta: voice overs in cut scenes. Well guess what? It has been confirmed that we will have voice-overs in FFXIV: ARR cut scenes at launch! Voice-overs, however, are just the tip of the iceberg; USgamer wanted to know what A Realm Reborn would be like from an MMO novice’s perspective.
A Realm Reborn isn’t just an MMO, it’s a Final Fantasy!

Yoshida starts out by comparing A Realm Reborn to previous console games, stating how the battle system is similar to that of the most recent Final Fantasy titles.

I must admit the battle system does feel similar to Final Fantasy Type-0 (a Japan only release), which had no turn-based aspect to the combat at all. You had to move out of the way of attacks and find openings for your own; XIV plays a lot like that. He also commented that the graphics and voice acting will feel like those newer Final Fantasy titles as well.
Player based marketing?

When asked how they planned on pulling in new players, Yoshida said it will be done by Final Fantasy fans. Fans will see that ARR is a good game, and tell their friends. To be honest, I’ve been telling people it’s a good game since the NDA was removed, so I’m already proving Yoshida right. I like this approach; focusing on creating a game that’s so good that it will have the Beta testers telling their friends, “hey man, you should try out this game!” It really puts the fans in control of their own destiny with an MMO; using the voice of the fans to bring in new players.
What? No Grind?

On the topic of “grinding”, Yoshida was pretty straight forward about not wanting leveling to take a whole lot of time. His reasoning was that the real game doesn’t start until 50. Similar to companies like Bioware, with their MMO SWTOR, the Final Fantasy: A Realm Reborn staff has already prepared end game content in advance so the game won’t die out because people hit level cap with nothing to do.

Yoshida also mentioned how they had a schedule set up, so they can continue to bring out new content regularly. There will be no want for content in the near future once the game is released, because Yoshida’s team is all on top of that!
And much more!

Yoshida spent time talking about the Armory System, the necessity of alts (alternate characters), and inventory. There is also an in depth  response about why Yoshida decided a clean slate was needed instead of modifying over time. The interview is a real eye opener, so if you have the time read the whole thing over on USgamer.

Final Fantasy XIV:A Realm Reborn – World Transfers

04448d91abfe28935c738ecc0e566399 Final Fantasy XIV   World Transfers

As of today, Final Fantasy XIV is offering world transfers for version 1.0 characters. This is to make sure that all regions have plenty of population on their worlds. This is a good move to keep regions like Europe and America playing with people in their similar time zone.

If you are already on a named server you will be automatically transferred to a server with the same name. If you want to go to a different world for a different region you must apply for a transfer. To guarantee you choose the correct world for your region there is a table of world regions for you to check out. Be aware players are free to transfer their characters to any region.

Version 1.0 FFXIV: ARR
World Name Location World Name Location
Ridill Japan >>> Ridill Japan
Masamune Japan >>> Masamune Japan
Durandal Japan >>> Durandal Japan
Aegis Japan >>> Aegis Japan
Gungnir Japan >>> Gungnir Japan
Sargatanas Japan >>> Sargatanas North America/Europe
Balmung Japan >>> Balmung North America/Europe
Hyperion Japan >>> Hyperion North America/Europe
Excalibur Japan >>> Excalibur North America/Europe
Ragnarok Japan >>> Ragnarok North America/Europe

Your friends list as well as any items you possess will be transferred with you, and you will be able to keep your name as long as someone on that server doesn’t already have it. Characters with conflicting names will be many so don’t fret, the guidelines for choosing who keeps their names are clearly defined by this priority.

1. Characters that qualify for Legacy status.
2. Characters whose subscriptions ended after September 30, 2012.
3. Characters that were created first.

The application period for transfers will be from PDT, June 21 (Friday) to 07:59 PDT, July 15 (Monday), 2013. The transfers will take effect at the beginning of phase 4 of the beta, so you might wanna get ahead of the pack and request your transfers now.

Final Fantasy XIV Producer Talks Future

Naoki Yoshida is dedicated to making Final Fantasy XIV: A Realm Reborn everything the fans expected from 1.0 and more. He gave tons of info on the upcoming ARR last week’s Letter from the Producer stream, which is now on Youtube in its two hour long glory.
7aaff852cf6538d081368fd8f47cd96e Final Fantasy XIV Producer Talks Future of Game

If you don’t have the time to check out the whole video, here are some points of interest it covers in convenient and super compressed bullet point format!

*Coeurl mount incoming
*Increased drop rates in comparison to 1.0
*Ability to “need” gear implemented, will be limited per week per piece of content
*”Full Active Time Events” — world events, or just easier named mob killing? Yoshida describes it himself: “For example, an NM pops. A notification of this is sent to all players in the zone, who then converge on the NM. Parties are automatically formed, and a battle begins. The NM is defeated, rewards are doled out, and the players go their separate ways.”
*Materia balancing, possible materia system simplification
*Main attributes for all classes being adjusted, monk being reworked
*Housing is going to be expensive to the point where players will have to buy one together. (Check out 0:45:55 of the video for a look at housing and an in-depth explanantion of the housing system.)
*Voice acting language can be changed based on preference
*Viera race possibly coming in a future expansion
*Expect a global alpha test soon!
*Marriage system being implemented, same-sex marriage under deliberation

The above points are, of course, not all. You’ll have to check out the video or the post on the official forums covering all of the questions and answers thrown around.

Yoshida claims they are still behind schedule — over two months behind schedule, in fact. While the alpha is coming soon, the beta testing phase won’t begin until January or February 2013.

The more information on Final Fantasy XIV: A Realm Reborn, the better it looks. Yoshida says he wants his game to be able to compete with the big MMOs today like RIFT and Guild Wars 2. Will it be able to? With the significant improvements coming with ARR, it just may be possible.

FFXIV:buffet effect

A little under a year ago, I wrote a column about how Final Fantasy XIV needs to generate a wow factor. It needs to surprise people, have something unique and special to offer. There was a lot of stuff that felt distressingly rote, and that wasn’t good.

So what’s changed since then? Well… not a huge amount, honestly. There are several features in the beta that feel like rehashes of things we’ve seen in other games, like FATEs and quests and instanced dungeons and so forth. Yet the game is clearly generating a wow factor, something that I’m happy about.

This week, I want to throw that previous article out completely. Just kick it to the curb. As I’ve been playing the beta weekends and seeing what the game has to offer, I’ve realized that there was something I was completely failing to embrace and consider. It’s the power of the buffet.

ffxiv moglog buffet 1 epl 626 Final Fantasy XIVs buffet effect

If you’ve never been to a buffet, congratulations on not being fat. But beyond that, you’ve never had the experience of dropping a fixed amount of money for as much food as you can toss on your plate at any one time. And you’ve never understood why a good buffet place is wonderful in a way that a regular restaurant isn’t, even though regular restaurants actually serve you a plate of distinct food instead of trusting you to shuffle over to steam trays and spoon in whatever you want.

The thing is, normal restaurants rely upon serving you something unique. The management isn’t rolling out the Double-Wide Super Southwestern Nacho Burger just for the heck of it; it’s because this is the only place you can get a Double-Wide Super whatever. Hopefully these unique offerings are actually good, since a restaurant can’t live on selling Bleach-Infused Chicken with Broken Glass Breading, but the core is serving you something new.

By contrast, the buffet doesn’t care if you’ve had it before. The core is variety and combination. You’ve had french fries, you’ve had pizza, you’ve had mashed potatoes. You can’t usually get all of them together. Yes, all the meals are familiar, but you can combine them however you want, and that is also valid.

I mentioned back when talking about the early beta phases that the questing in Final Fantasy XIV is fairly standard. It’s nothing bracingly unique, familiar to anyone who’s played an MMO in the past several years, without any particular novelty. You click on things and kill things and talk to NPCs, and aside from incorporating minor bits of brilliance like not making you fight over clickables, it’s pretty straightforward.

The key is that it’s supposed to be that way. The goal isn’t to create a totally new model of questing; it’s to create a series of quests that work very well in a game where you don’t have to bother if you don’t want to.

After about level 10, you really can do anything you want in the game. Even before then you have a huge amount of options, with nothing forcing you to keep questing instead of filling out your hunting log or whatever, but once you’ve unlocked levequests and other classes, the game pretty much just lets you off the rails. Don’t care about the story? Cool, here’s plenty of other stuff to do, and you can come back to it whenever you want.

ffxiv moglog buffet 2 epl 626 Final Fantasy XIVs buffet effect

Dynamic events exists. They’re not the biggest thing in the world, but they’re there, they work, and you can just jump in when you want to. If you don’t want to, you don’t lose anything by opting out. See something you want to do when you’re overleveled? You can jump over, sync down to the appropriate level, and go to town.

Want story-heavy stuff? That’s in place. Want to go your own way? That’s in place, too. Most of the limitations in place simply prevent any one model from being too functional rather than force you to do one thing or another in order to advance. You can easily tool around with different classes and make it to 50 as a crafter without ever having to worry about FATEs if you would rather just make things and sell them.

This, more than anything, is what made me fall in love with FFXIV in the first place. Yes, the launch version of the game was a mess, but the fact that you could easily find yourself on a lengthy personal quest to put together a new spear was profoundly worthy. And none of that has been removed or diminished in the new version. There are challenging multi-stage battles against bosses, there are dungeons for people who like those, and there’s stuff and stuff and stuff all over.

And you don’t have to pick. It’s all under the same roof. You can find yourself choosing to level something completely different on two different nights while playing the same game with the same character. That’s a bracing idea, and it comes back to us from other games — some departed, some still right here.

In other words, I was right that FFXIV wasn’t focusing on unique aspects, but I was wrong in thinking that the remixed version was somehow less valuable than novelty. Most of the games we remember aren’t the first ones to try ideas, just the first ones to try them with polish and panache. If creativity is a matter of combining ideas in interesting ways, I feel it’s best to point to this buffet of ideas in Eorzea and marvel.

That having been said, I still want more options for customizing my class. Come on, people.

Final Fantasy XIV Director Teases Challenging Battles

FFXIV CG 3 670x446 Final Fantasy XIV Director Teases Challenging Battles; Voice Acting Will Be Available in Open Beta

A couple days ago Square Enix released three mysterious screenshots of the content that will be available in Final Fantasy XIV: A Realm Reborn when the open beta will open its floodgates some time next month.

Today Director and Producer Naoki Yoshida took to the beta forum to explain what those screenshots are all about, giving us a glimpse on some of the more challenging content that players will soon have to brave.

Producer and Director Yoshida here.
Though I will be touching on this in the next Letter from the Producer, I’m happy to say that the development team is working hard towards release and are currently making the final adjustments to the latter-half of the scenario, as well as the battle content. I’m participating in these checks personally, of course, and we’re also enlisting all of the hardcore MMO players in the company to help out.

Battle with Rhitahtyn sas Arvina from the Garlean Empire
This is part of the latter-half of the scenario, and it’s a battle you can use the duty finder with. Oh, and it looks like there are some pet jobs present…

FFXIV ARR 3 670x397 Final Fantasy XIV Director Teases Challenging Battles; Voice Acting Will Be Available in Open Beta

FFXIV ARR 3 670x397 Final Fantasy XIV Director Teases Challenging Battles; Voice Acting Will Be Available in Open Beta

Demon Wall in Amdapor Keep
This is a high-difficulty dungeon for four level 50 players after clearing the scenario. It’s filled with things we couldn’t do in version 1.0 and you can bet it’s hard.

FFXIV ARR 1 670x397 Final Fantasy XIV Director Teases Challenging Battles; Voice Acting Will Be Available in Open Beta

FFXIV ARR 1 670x397 Final Fantasy XIV Director Teases Challenging Battles; Voice Acting Will Be Available in Open Beta

Garuda Battle (Hard)
This is the hard Garuda battle that was in version 1.0. We’ve made adjustments for ARR’s battle system as well as other changes. I hope all you version 1.0 players check it out!

FFXIV ARR 2 670x397 Final Fantasy XIV Director Teases Challenging Battles; Voice Acting Will Be Available in Open BetaYoshida-san also mentioned that the DPS counter visible in the last screenshot is for debug purposes only, and won’t be available to players.

Also, in the debug commands shown, everyone’s DPS is displayed in the log and adjustments are made based on the data we gather for how much DPS it will take to defeat an enemy in relation to the ideal DPS value. (Even I get a little excited when people start talking about checking DPS, but for the time being we don’t have any plans on adding a DPS command. Sorry about that.)

It was also shared that while the first three phases of the beta didn’t feature voice overs, voice acting will finally be implemented for the open beta and we’ll finally be able to check out the voice work done on the main storyline. We already know that the Japanese cast is top-notch. Hopefully the English one will be up to par as well.

As a final funny tidbit, we got a screenshot of the “GM jail”, where unruly players will be put to reflect on their misgivings. Apparently the restrictions in place are really harsh, and even commands like /sit are unavailable. You’ve been warned.

While we wait for a firm date for the beginning of the open beta, make sure to check out my hands-on preview of the closed beta, nicely decorated with a whopping 723 screenshots.

FFXIV GM Jail 670x419 Final Fantasy XIV Director Teases Challenging Battles; Voice Acting Will Be Available in Open Beta

believe in Final Fantasy XIV

This week, I’m going to do something different. I’m going to talk about my wife.

Lest anyone worry that this is the start of a Paul McCartney-esque slide into sappy sentimentality, there’s good reason for this. Ms. Lady has been mentioned on previous occasions as a gaming partner and skilled roleplayer. She’s not as into MMOs as I am, but she plays them a lot and she certainly knows what she likes and what she doesn’t. And let me tell you, she didn’t like Final Fantasy XIV.

This is a point of view I hold against absolutely no one, but it sure as heck meant that she was not interested in the relaunch. She’d had enough of the game after the first couple of tries to break in. The relaunch had no hooks to pull her back in, no interesting features that stirred her interest, nothing but the promise of a game she’d already decided wasn’t good enough to play.

And that all changed.

ffxiv moglog believe 1 epl 703 Believing in Final Fantasy XIV

I make no apologies for liking the launch version of Final Fantasy XIV, but a lot of that was loving what it could be rather than what it was at the time. It’s a discussion I’ve had before, but it’s also one that’s adjusted by the fact that I am a journalist who writes about MMOs, something my wife is not. I spend a lot of time and effort examining games, and I can easily be fascinated by something that’s meant to be transparent in actual play.

So I can rant and rave about how cool the class guilds were, but the first quest didn’t come in until you hit level 20 and had been playing the class for a while. There were only two more after that. I can appreciate what guildleves were meant to do, but the darn things still just get thrown at you with no rhyme or reason or motivating factor to go to the next camp. I can appreciate the dynamics of class abilities, but that meant picking through dozens of skills that were functionally identical to other ones in a vain attempt to find the right configuration.

More than anything, I was willing to sit through a lot of broken choices to reach a point that most other games started at. She was not, and she honestly didn’t care.

I’d mention features to her, and she’d listen and nod but then move on. Sure, housing sounds great, and yes, a lot of changes had been made before the shutdown, but as far as she was concerned it was building upon an unsteady foundation at best. The fact was that FFXIV wasn’t fun, and all of the added bells and whistles couldn’t change the fact that the core gameplay wasn’t fun whatsoever.

So I went to San Francisco in February. I told her that I’d let her know if the game was good, and she replied with a snort. And we all know what happened on that trip because I wrote about it in great detail.

That got her attention because odds are good that if one of us raves about a game, the other person will like it as well. Fortunately for her, both of us had Legacy status, and that meant that when the first phase of beta rolled around, we were in the same boat as everyone else with Legacy status.

ffxiv moglog believe 2 epl 703 Believing in Final Fantasy XIV         Cut to now, when she is absolutely ecstatic about the impending release. It’s the first game that’s had her this fascinated since we were playing World of Warcraft together, which was many years ago now. Perhaps most curiously of all, now she almost wishes she had played the game more in its original incarnation because she sees what the game was trying to accomplish originally.

This, I think, gets to the heart of what’s changed in the game, and it’s something that some of the detractors don’t or won’t process. For all the changes the game has endured, the core concepts of the launch version are still in place. All that’s been changed is the presentation and the execution, and that makes all the difference.

At launch, you have some choices of path as I mentioned last week. Once the game had a few patches under its belt, you had more. But even if we neglect things like the Duty Finder (which I look forward to with rapt attention), the problem was that the game didn’t really go out of its way to show you where these things were or establish any sort of flow. You were still tossed out and told to fend for yourself once the opening quest stopped, the equivalent of just leaving the pieces on the table and walking away.

The relaunch gives you the tools to slowly move through the game at a steady pace, introducing you to concepts in something of a slow roll. You aren’t having your hand held; you’re being shown the options and then let out in controlled environments where you have three options, then five, then nine, and so forth. By the time you can do anything, you know how to find everything. You have a picture of the world as a whole.

It’s easy to be cynical, and the game does have issues. But it turned someone who wanted nothing more to do with the game into someone who’s excited to play each phase of testing, then excited to see the full game on launch. That’s something special right there.

Final Fantasy XIV make me happy in small ways

Final Fantasy XIV makes me happy for a variety of reasons. Some of them I’ve written about, and some things make me slightly less than happy on a whole. The point is made either way: I like the game, and there’s a lot of stuff to write about, a lot of big issues that easily sustain a whole column on their own.

Not everything I want to write about does that. There are a lot of things that I think the game does right that can’t be discussed over the length of a column without repeating myself several dozen times. I don’t want to write that column and odds are good you don’t want to read it, either.

What I can do instead, though, is compile several of those points into a single column. I want to look at the things that I like about the game that aren’t big enough to merit a whole column but are big enough to be worth mentioning.

ffxiv moglog little 1 epl 717 Final Fantasy XIV makes me happy in small waysDistinction of class

When Final Fantasy XIV launches, it will have eight combat classes. (The sooner that number increases to include Musketeer or whatever the antecedent of Ninja will be, the better.) Two of these classes are meant to be tanks, one (possibly two) acts as a healer, and four (possibly five) are DPS. We don’t know exactly how Arcanist will play out, but we do know that each class has to maintain an identity and be worthwhile when it’s got some competition.

Longtime readers know this is something that I harp on quite a bit. And I’m quite happy to say that FFXIV does a good job of making each of the classes feel distinct and playable while still retaining overall functionality, which is no small task.

Gladiator and Marauder both have the same goals as tanks, but each one has its strengths and weaknesses. Marauder is a bit less capable of providing hard mitigation and can’t block, but it hits harder and it’s great at focusing in one single targets. Lancer and Pugilist are both up-close physical damage, but Lancer is more about burst combos and positioning while Pugilist maintains a steady flow of combinations and damage.

We haven’t seen Arcanist yet, but I can feel confident that it will be unique while working within the established framework of the game. That strikes me as pretty darn awesome.

Beauty in the details

Saying a game is gorgeous is really pointless because a lot of games are gorgeous. It’s also subjective as heck, saving virtually nothing about the overall quality of the gameplay or setting or mechanics or anything else. I’ve seen remarkably beautiful things in every game I’ve played, even when the game didn’t deliver on all of the promises of that beauty. It’s praise without any actual meat.

That having been said, there is a camp on hot springs with changing stalls.

Verisimilitude is a word I throw around so much I take a five-cent hit on my paycheck every time I use it, but to me, that’s a new class of gorgeous beyond just having nice graphics. There are so many little visual treats all over, little details that make the world feel like a place where people live and work. Some of them are easter eggs, some of them are graphical touches, but all of them make the game feel alive and energetic.

I’ve always loved the look of the game, even back in its first incarnation. The revamped game looks to just be even more attractive in motion.

ffxiv moglog little 2 epl 717 Final Fantasy XIV makes me happy in small waysThe roleplaying community

I freely admit this is wholly irrelevant to most of the population, but the community on Balmnug is one of the most familiar roleplaying environments for me, and having it back is a big deal to me. I look forward to getting to run around freely once more.

Smart little touches

Some elements of FFXIV are still remarkably archaic. There’s little reason why you should be forced to drag items over from your inventory to trade them to NPCs when there are countless better ways to execute the same system. But then you run into something that’s so elegant and graceful that you wonder why it wasn’t done before, or if it was done before, why it hasn’t been copied in every game.

For example, while the Armoury Chest is occasionally inelegant, it’s a great way to make sure that you can keep all of your equipment in the right place across multiple different classes. Then there’s the way that Aethernet in the cities allows you to teleport straight to the gates if you’ve attuned to every location. I also love the little gauges right by each item that show you at a glance how damaged an item is and how close it is to being fully spiritbonded. And lest I forget, I’m thrilled that quests you can’t yet accept are shown with a little red icon along with an explanation of when you can accept that quest.

Oh, and the game stole Guild Wars 2′s habit of making gathering nodes and interaction items unique for each player. It’s used to great effect, and I approve wholeheartedly.

Some little bits and pieces of the game still feel oddly lacking, bearing the markings of a bird that did not, in fact, descend from the same dinosaurs as every other avian. Despite that, there are just as many touches that speak of a singular vision and talent, and that just makes me happier than I can possibly explain. So I’m pleased about the game for a lot of little reasons aside from just the big ones.

Final Fantasy Xiv classes of Conjurer

460px Conjurer Final Fantasy Xiv classes:Conjurer

Lore

Conjury calls upon the elements of earth, wind, and water and concentrates them to a potency at which spells can be weaved. Through practiced meditation on the essences of creation, conjurers draw forth and absorb aether from their immediate surroundings. A wand or cane made from unworked wood is then utilized to focus the aether until it manifests as the desired spell.

Versed also in magicks that restore and strengthen, conjurers are regarded as accomplished healers.

Combat Role

Conjurers produce spells by calling on the elements of earth, wind, and water. They are able to use spells that heal or strengthen players.

During battle they will be in the back lines using their repertoire to help keep their party members alive. Being part of the Disciples of Magic causes them to have lower health than most other classes, so they must take care to avoid damage at all costs.

Final Fantasy Xiv classes of Carpenter

460px Carpenter Final Fantasy Xiv classes:Carpenter

Lore

The foremost workers of wood, carpenters possess expert knowledge of the hardness, pliability, weight, and value of all types of timber. Their creed is to bring these natural traits to bear in the form of various wares, from the implements of war to the tools of various trades.

The greatest advancements in the craft have been made in the Twelveswood, home to the highest quality timber in Eorzea. Gridanian carpentry produces everything from the masks used in their religious ceremonies to the enormous waterwheels erected throughout their city.

Crafting Role

A Carpenter is going to be using the various lumber found around Eorzea. Most items that contain wood as their primary ingredient will be crafted by this Disciple of the Hand.

Although a players first instinct will be to craft weapons, a Carpenter can also produce tools and other items not related to combat to help better the lives of the inhabitants of Eorzea.