| Mail |
You might also like: WoW Insider, Joystiq, and more

Reader Comments (3)

Posted: Jan 8th 2011 7:28PM Syesta said

  • 2 hearts
  • Report
That's an interesting observation.
In the two jobs I've had in the years since graduating from college, each workplace has had its own cadre of WoW players. Heck, where I work now, there is actually a company guild. On the other hand, there was a single other person that I've known that played XI, and it was awesome because we became the best of colleague at work and in Vana'diel.

I think because the game launched when it did (I started with the Japanese PC launch), into a genre that was still fairly unexplored territory, and without certain now ingrained standards, that many either latched onto it as a unique and evolving gaming and multi-national social experience,or dismissed it because it was a Final Fantasy game that strayed dramatically from the FF formula (in which, XI was the first of a long line of SE's alternative FF efforts).

Posted: Jan 9th 2011 1:14AM Locus said

  • 2 hearts
  • Report
The most obvious reason is that Final Fantasy 11 was designed to require long-term investment and commitment in order to get anywhere. It's definitively the MMO of roadblocks set on content - I can't name a single other MMO that requires you to wait until the next real-life day that often just to advance a quest.

For this reason, people who commit to FF11 are hesitant to quit, because they've invested so much time into the game and "accomplished" so much. It's easy to forget how long and tedious the whole Chains of Promathia line was once you finish it. Getting a relic weapon almost guarantees that you'll never quit, considering how many months/years of farming it takes. It isn't easy for people to cut their losses and try something new.

Similarly, FF11 tends to drive away most new players who jump into the game only to find that there's 7 years of roadblocks staring them in the face, few of which are easily solo-able (but obviously easier for someone who has a well-developed/geared character who might be wondering just what all the fuss was about). They've tried to make the game slightly more accessible to new players, but this still falls short of making stuff like Genkai 1 easier (by say, removing the entire godforsaken thing) and hence a large portion of new players that actually stay do so because they survive off charity on the behalf of old ones that assist them with those quests, which, most importantly, were initially designed and BALANCED with large teams in mind.

Don't know an old player? Tough luck; better start shouting. There's little actual incentive for someone to help new players (The popular joke is that the M symbol doesn't stand for "Mentor", it stands for "Moron".), and a free hat that has very little in the way of useful stats and clogs up your already burgeoned inventory isn't really enthralling.

It's no surprise FF11's community is so committed and insular.

I appreciate the way that you kept more or less professional and avoided your usual passive-aggressive reader-hating hyperbole, Eliot. I hope this trend continues.

Posted: Jan 20th 2011 6:16PM Terical said

  • 2 hearts
  • Report
@Locus

you nailed the problems of the game that prevents new players and some returning. I was annoyed with Chains of Promathia after a rather lengthy wait for a group. I was finally able to get past the three promyvions after 2 years of the expansion's pack release. I stopped after completing 4-3 "The Secrets of Worship" to take a break. When I got returned, I was far behind the group I was with and was hoping to find others to help out. Of course no luck and I was stuck with level grinding despite having summoner leveled to continue to do missions.

Having being dependent of others all the time for pretty much everything became annoying, so much so that I had started play off and on. I tried BST for the first time to think that would remedy the problem, but to be penalized (experience points) for using a charmed mob to help out with tougher mobs for exp was also just as bad. But I wasn't going to let go of all the masochistic (a familiar word that was or still is associated to the game) achievements I had for putting up with the "game" I had for that period of time. Eventually I closed my account when I went on to do something else and when I wanted to reactivate my closed account; it was too late.

Starting over at this time is no better than when I first started up again on my old account before closing it. A player, new or starting over has to get in much fame in their town just to expand their mog safe (what a nightmare inventory space is in the game), then gain fame in Jeuno which can thankfully be done via Selbina quest via moss for quicker measure just to do gobbie bag quest. All that, and still isn't enough space, then again nothing they implement will be enough space.

Level caps are a nightmare. I'm getting around to first one again. I was able to solo the Exoray Mold with my 47 BST, I have yet to attempt the Bomb Coal and failed at getting the drop from Lich because I need help with the gates in The Eldieme Necropolis.

Featured Stories

WoW Archivist: A Glyphmas story

Posted on Dec 21st 2014 12:00PM

One Shots: Top 10 best player screenshots of 2014

Posted on Dec 21st 2014 10:00AM

Engadget

Engadget

Joystiq

Joystiq

WoW Insider

WoW

TUAW

TUAW