The first round of testing is just around the corner, and for some people that means that Final Fantasy XIV is holding much more mental real estate than the just-released Final Fantasy XIII. All things considered, information is likely to start coming fast and furious as soon as the testing opens, but some advance copies of Famitsu and Dengeki Playstation have made their way into the hands of people who just can't wait another day. FFXIVCore has helpfully translated the information available, which already paints an interesting picture of how the game will play.
Fighting is confirmed to be on the move, with a strong emphasis on positioning and MP conservation. We've also got some picture of how the classes will play, with Pugilists inheriting a workalike to Provoke and Gladiators inheriting Phalanx and Shield Bash, albeit with different characteristics. There's also talk about Miners and Blacksmiths working in parties, pointing out utility for gathering or crafting disciplines in groups. We've also got a little information on the Illusionist, meaning most likely that an official site update is on the way. With testing beginning soon, expect Final Fantasy XIV information to become more and more available -- but what we're hearing so far definitely sounds like a good ride.
Reader Comments (14)
Posted: Mar 10th 2010 9:27PM (Unverified) said
Yeah this news couldn't possibly be of interest to anyone on this site.
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Posted: Mar 10th 2010 9:39PM (Unverified) said
Please tell me that a company is not planning to release a class-based game in 2010 or beyond. Just quit. Stop.
Don;t make any more class-based games, please.
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Don;t make any more class-based games, please.
Posted: Mar 10th 2010 10:05PM (Unverified) said
FF has a lot more lore going on than most games. It's not like it's just a one-shot random game. Classes have been vital to this game since the NES days, and the franchise really redefined how classes functioned in games like FF5, where you could constantly change your job/class.
FFXI had a much better class system than most games in that you could have a subclass and you could try out other classes on a single character. This provided more customization and play styles than a typical, run-of-the-mill MMORPG. I hope to see more innovation in class structure in FFXIV and I'm sure SE won't fail to deliver.
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FFXI had a much better class system than most games in that you could have a subclass and you could try out other classes on a single character. This provided more customization and play styles than a typical, run-of-the-mill MMORPG. I hope to see more innovation in class structure in FFXIV and I'm sure SE won't fail to deliver.
Posted: Mar 11th 2010 2:44AM (Unverified) said
Structure? In MMORPGs? Isn't the genre for it, there will never be balance in a MMORPG. Chess, Starcraft, Counter-Strike, sure, but not MMORPGs. If anything non-class based MMORPGs offer more structure since the same wide range of offers are available to all players on their one character.
So IMO classes actually offer the opposite of structure. They just introduce more faults to the structure of the game. That said, I think there is enoug room in the world for both class based game and non-class, but I think raven's point was that there are too many typical class based games (typical since you can get class based games that totally shake up the class-based style, they just haven't come yet... hey... maybe FFIV is that game. Doubtful, but the possibility is there).
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So IMO classes actually offer the opposite of structure. They just introduce more faults to the structure of the game. That said, I think there is enoug room in the world for both class based game and non-class, but I think raven's point was that there are too many typical class based games (typical since you can get class based games that totally shake up the class-based style, they just haven't come yet... hey... maybe FFIV is that game. Doubtful, but the possibility is there).
Posted: Mar 11th 2010 4:25AM (Unverified) said
@ myr
Structure? In MMORPGs? Isn't the genre for it (since structure requires balance, otherwise there isn't a structure to begin with), there will never be balance in a MMORPG. Chess, Starcraft, Counter-Strike, sure, but not MMORPGs. If anything non-class based MMORPGs offer more structure since the same wide range of offers are available to all players on their one character.
So IMO classes actually offer the opposite of structure. They just introduce more faults to the structure of the game. That said, I think there is enoug room in the world for both class based game and non-class, but I think raven's point was that there are too many typical class based games (typical since you can get class based games that totally shake up the class-based style, they just haven't come yet... hey... maybe FFIV is that game. Doubtful, but the possibility is there).
Reply
Structure? In MMORPGs? Isn't the genre for it (since structure requires balance, otherwise there isn't a structure to begin with), there will never be balance in a MMORPG. Chess, Starcraft, Counter-Strike, sure, but not MMORPGs. If anything non-class based MMORPGs offer more structure since the same wide range of offers are available to all players on their one character.
So IMO classes actually offer the opposite of structure. They just introduce more faults to the structure of the game. That said, I think there is enoug room in the world for both class based game and non-class, but I think raven's point was that there are too many typical class based games (typical since you can get class based games that totally shake up the class-based style, they just haven't come yet... hey... maybe FFIV is that game. Doubtful, but the possibility is there).
Posted: Mar 11th 2010 5:33AM Dblade said
Yeah because skill-based games give freedom, and don't just devolve into cherrypicking the best skills and optimal skillset right?
Ironically classes give more freedom because they force actual difference in types of play. While skills theoretically allow for players to create a wide variety of builds for personal preference, it's impossible to balance all combinations, and soon skillsets appear which soon become the FOTM and common build.
A dedicated class will be easier to balance and be more resistant to dominating play. Skill-based games promise freedom, but instead just wind up making a handfull of "classes" anyways in terms of hypereffective skill sets.
Reply
Ironically classes give more freedom because they force actual difference in types of play. While skills theoretically allow for players to create a wide variety of builds for personal preference, it's impossible to balance all combinations, and soon skillsets appear which soon become the FOTM and common build.
A dedicated class will be easier to balance and be more resistant to dominating play. Skill-based games promise freedom, but instead just wind up making a handfull of "classes" anyways in terms of hypereffective skill sets.
Posted: Mar 11th 2010 3:25AM (Unverified) said
Looks like we are finally going to get some real info about how this game will play. Very excited for the possibility of even more details in the near future.
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Posted: Mar 13th 2010 9:53AM (Unverified) said
What's funny is that in all that furious debate is that FFXI prove continually just how resilient the class-based system is. When you are capable of mastering every class, the game and flexibility of group play opens wide up.
There is some variability is skill based systems, but in most games, you are still VERY limited by your ship, or current weapon/armor setup, with these things essentially taking the role of your class.
Reply
There is some variability is skill based systems, but in most games, you are still VERY limited by your ship, or current weapon/armor setup, with these things essentially taking the role of your class.
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