Sometimes, the light of the moon is a key to other spaces. I've found a place where, for a night or two, the streets curve in unfamiliar ways. If I walk here, I might find insight, or I might be touched by madness.
Sometimes, the light of the moon is a key to other spaces. I've found a place where, for a night or two, the streets curve in unfamiliar ways. If I walk here, I might find insight, or I might be touched by madness.
I tried to watch some videos to understand the hype and this was also my thought lol.
I mean wows story absolutely is trash but I've personally never cared about it. I can't imagine that more than a pittance of players have ever actually read quests. I think interesting concepts are more important in an MMO compared to some kind of compelling storyline. E.g the shadowlands concept is stupid, but the legion one was cool.
Swtor is the only MMO that had good cutscenes with immersive stories, and even they haven't been able to sustain it.
A better way to think about Casual v Hardcore: https://www.mmo-champion.com/threads...asual-Hardcore
Please stop the FFXIV talk. This is not the thread for it.
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
Let's just watch how Enhancement turns out. Right now, they're trash tier, but Windfury totem redeems them a little. They can go one of two ways:
a) Buff Shaman personal DPS, keeping or nerfing WF totem functionality, or;
b) Lean into the support theme, buff WF totem, add more support functions.
My guess is that they go with A. Or neither and just let it continue to be trash, blaming the state of the class on its support functionality.
FFXIV trusts players to do the content that they find personally enjoyable. If you want endgame viable gear, you have options. You can craft it. Raid for it. Grind currency (that comes from many sources). Do a long questline. Whatever you like. And yes, there is going to be a quickest path. A more efficient path. But most people just do what they enjoy. Often, that means doing a mix of everything - not because you are required to mechanically. It is that trust - that lack of an omnipresent pressure to do this or that - to which FFXIV owes much of its appeal when it comes to WoW players.
And honestly? I don't think it would require a drastic rethink of WoW as a whole. They simply need to learn to trust their players again, and themselves. Stop the timegating. Stop the unreasonably grindy requirements. Stop treating all content as a funnel into Mythic+ and raids rather than content unto itself. WoW has so much untapped potential, even twenty years in. They just fail to realize it.
I'm just waiting to see how formulaic 10.0 is. If they fail to trust and fail to innovate again... I might just check out. About a decade later than most of my friends... I was the last hanger-on.
Last edited by draugril; 2021-11-02 at 06:56 PM.
This video covered that idea: Why classic is more popular than retail now
Basically, Many activities leading to the same goal is preferable to current retail, where specific activities lead to specific goals. Is the point that people love getting two hot dogs when they only earned one?
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We're talking about why so many WoW streamers left for FF14. It's relevant.
When I started FFXIV:ARR, there was a particular character that I absolutely hated. He was the personification of everything that I hate about JRPGs. That young, arrogant, effeminate wunderkind. I've stopped playing JRPGs entirely just because they introduced character as half as annoying as that kid. But eventually... I pushed through. I saw that character develop - I even came to like him. That's unprecedented. And a testament to the quality of storytelling in FFXIV. Yes, the initial game is frontloaded with worldbuilding and introducing a myriad of characters (much like every WoW expansion), but the subsequent expansions take that setup and just keep paying it off. It helps when they actually write more than a patch ahead of themselves.
And yeah, SW:TOR's initial launch remains the best narrative-driven MMO gameplay. But as you state, it tapered off. FFXIV did the opposite - it starts as a typical JRPG slog, which is going to turn a lot of people off, but eventually becomes the best narrative to grace the genre.
That being said, FFXIV is "concluding" its narrative with its next expansion. I'll be very interested to see what they do for their next story, especially if new players can skip the previous story somehow. It needs a new entry point. It's a huge investment to ask people to chain 5 console RPG-length stories in a row to "catch up" with FFXIV. If they want to compete with WoW's 10.0, they need a way to bring in new players.
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I would argue that modern WoW has a breadth of activities all leading to one (or two?) specific goal. Everything receiving developer attention, with the exception of pet battles and PvP, leads into Keystone dungeons and Mythic raids. World quests exists to get you that first step. Normal and Heroic dungeons and raids only exist to propel you into Mythic content. Torghast only exists to get you the items you need to progress elsewhere. None of these systems stand on their own two legs.
Read the whole post. I'm not ignoring that selling point at all. But I can admit that those potential hundreds of hours are a huge ask from any potential new players, especially when they come from a game like WoW and view the MMO genre through a very particular lens that doesn't see the value in any story at all. Again, I'm very interested in their post-launch plans this expansion when it comes to easing new players into the world. Even if the slog is ultimately "worth it," a lot of players aren't going to risk their time. This is the perfect opportunity to get people to buy in at what is essentially a second ground zero.
"Many activities leading to the same goal." And that brings us back to the same question that has haunted WoW for a decade.
Are the majority of WoW players no life progressionists, or casuals that will just do what they find fun?
Blizz has long skewed to the former in their designs, assuming that players if given 5 ways to reach 1 goal will choose to stack all 5 daily for maximum efficiency and thus "break the intended progression." So we get systems that are designed to be entirely self-contained. You run Torghast to get Legendaries, you run World Quests to get Anima, you run Raids to get Gear. It created the expectation that you were stacking all means of progression on a daily basis, making for a larger treadmill, but also leading a lot of players into eventual burnout.
Early WoW however was designed more around the latter and trusted most players wouldn't do every heroic every day, plus all the daily quests, plus farm for crafted gear, plus do arenas. Ultimately, this meant people who were doing all roads were getting ahead faster, which meant it became the "meta" to do things like double raid each week, or PvP in a PvE guild (and vice-versa), on top of the more normal things like doing your dailies or running heroics. And still we ended up at burnout for the people that were doing it.
FFXIV - Maduin (Dynamis DC)
I'm speaking to WoW players, specifically, who generally don't see the value in story at all. Yes, the story and levelling experience of FFXIV is its main selling point. That is utterly meaningless to a playerbase that has been conditioned to discard story and get to endgame activity. You're jumping in midway through a discussion and kind of missing the forest for the trees, here.
I liked how in MoP I could just do PvP (and later on, Timeless Isle) to gear up and then join a PuG using that gear. Sure, the tier bonuses from the PvP sets weren't useful in raids but those were negligible and the stats were good enough. I was able to do the content I found fun (battlegrounds and chilling out on Timeless Isle) and then do the content I found fun (raids with not all of the mechanics stripped away) and didn't have to slog through stuff I hated (farming dungeons and raids to get geared up to do the raids I actually wanted to do).
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At this point, I don't think switching to a heavy emphasis on mandatory story like FFXIV's MSQ is going to help out WoW. You're just going to alienate the WoW fans who are left. The game isn't really attracting new players and most of the people are left just don't like story heavy JRPGs.
The FFXIV story right now is 300+ hours long, 100 hours of those are cutscenes, not even counting the time spent talking to NPCs or traveling. To a WoW player, telling them that they have to go through 300+ hours of a singleplayer JRPG before they can start doing the new hot raids with their friends is intimidating, especially since your average WoW player is no longer a teenager with unlimited free time anymore. Then again, FFXIV doesn't have much crossover appeal with WoW.
Precisely. And that's an element of FFXIV I'm enjoying - which they took from MoP, ironically enough. I had a friend, after years of on/off gameplay, finally get to the level cap and unlock some Extremes and Savage. I literally crafted him a set and he was viable enough to start endgame content a half an hour after hitting the cap. He didn't need to grind out whatever else before he could do the content he enjoyed. We jumped right in together, and its been great.