5:25pm Saturday, January 2nd
Taking a short break from the game to toss in some random observations. Part of this experience includes a large coop via Twitter. Interestingly enough, the sort of helpful advice and friendly conversation we usually see in MMOs is present through this avenue of communication. It almost feels like a guild relationship, in a way. Does this hint at something poignant about the way we like to play games cooperatively? I think so, but it's really hard to say from just this small experience. I do know that the game has become much more enjoyable because of this shared gaming, even on the second time through.
However, let's not discount the fact that 12 is largely a singleplayer venture that's been designed to tug at your RPG needs with fancy License Boards, storylines, voice acting and quasi-real time battles. I'll get more into the meaty mechanic thoughts tomorrow, but for now let's just say there have been a few slightly eureka moments while playing this game with 14, online play and MMOs in mind.
10:00pm Sunday, January 3rd
My lengthy time with 12 these past two days has reminded me just how much the game really is basically an offline MMO. In many ways, I have to wonder if the breadth of story elements seen here are what BioWare is shooting for in Star Wars: The Old Republic.
Lately, I've become a proponent of smart game design iteration. It just makes sense, because doing it right will result in a system that already works well and becomes even more fun for the players. In fact, a lot of what I've been seeing these last two days has felt like similar -- yet cleverly different -- design concepts from 11.
Also, the Hunts -- sidequests you find in taverns that ask you to kill roaming monsters -- are a pretty fun way to add more heft to 14 or any game really. One thing I noticed people doing a lot (through Twitter, of course) was bee lining for hunts. And why not? You get to battle all kinds of interesting beasties and the rewards are pretty great, too. Now, add in a crafting component to these and they'd be a pretty amazing addition to any MMO.
Likewise, I noticed several concepts from 11 that were present in 12. The chaining system in 11 is different than the one in 12, but the basic idea remains the same: it's worthwhile to get a good stream of mobs going if you're looking to level efficiently. In 12, you actually get more of a bonus for doing this and I hope that we get to see something similar in 14 as well. It adds a little spice to lengthy grinding, which is almost never a bad thing.
It really is a testament to how fun 11 was, that 12 is so very similar. I'm fairly certain the basic character models are shared between the two games, even. Once we know more about 14, I may have to take a look back at 12 and 11 once more to see what similarities exist. Will the "level-less" system in 14 take inspiration from the License Board system in 12? That seems like a possibility and I wouldn't mind it in the slightest.
My general feeling is that this venture was a success. This game feels like it almost had an online component, if it weren't on the PS2, of course. I wonder if the team behind White Knight Chronicles got their idea from 12, or if at the very least there was some kind of gossamer thread connecting the two. Regardless, I'm glad I did this, otherwise I may have never noticed how very much MMOs have influenced this game. I can only hope this is a two way street, but we'll just have to wait and see.
Reader Comments (5)
Posted: Jan 4th 2010 5:42PM (Unverified) said
That's the first thing I said, the first time I played that game.
Then people around me tried to correct me...
said I was exaggerating
glad to know someone else agrees/sees.
Then people around me tried to correct me...
said I was exaggerating
glad to know someone else agrees/sees.
Posted: Jan 4th 2010 8:10PM (Unverified) said
Ah, I'm also playing FF12 for "real" this time. I'm very close to the end and I totally agree with you, that FF12 feels like a offline MMO.
Just yesterday I told one of my friends that FF12 felt like a cross between FF11 and Guild Wars. The whole gambit system reminds me so much of Heroes and their customization in Guild Wars, but it is so much more refined and you have full control of their AI.
Just yesterday I told one of my friends that FF12 felt like a cross between FF11 and Guild Wars. The whole gambit system reminds me so much of Heroes and their customization in Guild Wars, but it is so much more refined and you have full control of their AI.
Posted: Jan 4th 2010 10:24PM Cendres said
Playing FF12 a few years ago made me want to stop and play FF11 it really does have a very similar feeling to it, I literally pushed myself to play it through, and then the end was kinda flat. But I really enjoyed the first quarter of the game. I wanted to play it again now, but I can't find my copy anymore.. ; ;
Nice article!
Nice article!
Posted: Jan 5th 2010 12:01AM Chef Kiyo said
The person behind Final Fantasy 12 was also behind White Knight Chronicles, that's why it's a similarity.
Posted: Jan 15th 2010 6:04PM (Unverified) said
The only thing I really disagree with is "hunts". Go kill 10 of X creature is over used and is a cheap way to claim hours to a single player game and quests to an MMO. While I have no problem with them as a means to allow a person to jump in to do a quest and jump out that isn't usually how they are used. Rather than an alternative to a normal quest they tend to be a necessity to fill gaps between quests.







