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The Mog Log

The Mog Log: One year, two courses

Fantasy, Final Fantasy XI, Opinion, Consoles, Final Fantasy XIV, The Mog Log

The Mog Log header by A. Fienemann
Today does not quite mark the two-year anniversary of The Mog Log. That was back on January 24th, but I decided to run just a wee bit late with annual retrospectives. We're now close enough to the year mark for argument's sake, which gives me a chance to look back at how the past year of the column has shaken out, what's gone right, and what hasn't. That ties into the issue that one invariably finds when a single column covers two games: There's a split.

Whether or not you like Final Fantasy XIV, you can't argue that the past year has brought an onslaught of changes to the game. On the flip side, there's been less going on in Final Fantasy XI than in any of the game's previous years of operation. As a result, I've had a difficult dilemma to try to juggle: There's one game moving at high speed and one staying rather stagnant, but I don't want to give undue attention to one over the other.

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The Mog Log: Weakness is strength

Fantasy, Final Fantasy XI, Game mechanics, Lore, Opinion, Consoles, Final Fantasy XIV, The Mog Log

The Mog Log header by A. Fienemann
If you think about characters in the online Final Fantasy games compared to the console-based equivalents, you have to come to a kind of demoralizing conclusion: Your character online is pretty weak. In Final Fantasy XI, you can cap out your Black Mage and you'll still never learn Ultima. In Final Fantasy X, by the time you have your Black Mage using Ultima, you've still got most of the endgame ahead of you. Final Fantasy XIV might move the power scale upward, but at this point your character hasn't even actually mastered being a Paladin, much less summoning anything. Final Fantasy VII, by contrast, gave us three different versions of Bahamut to summon just to keep him relevant, and he was still nowhere near the best.

And you know what? It makes the games much more fun to have these barriers in place.

Players have been clamoring for high-end summons in Final Fantasy XI since forever ago, and the fact that it's not even on the visible horizon for Final Fantasy XIV is disheartening to some. But there's something to be said for a play environment where these touchstones of power remain out of reach, certainly for now and possibly forever.

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The Mog Log: Final Fantasy XI classes, round four

Fantasy, Final Fantasy XI, Classes, Game mechanics, Opinion, Consoles, The Mog Log

The Mog Log header image by A. Fienemann
One of the funny things about writing a regular column is that sometimes, when you start out writing a series of connected columns on a topic, you have a point you want to make. Other times, you find a point making itself as you go, and you realize that it's a pretty good point. After our first three columns covering the various classes in Final Fantasy XI, that effect is on my mind, especially as I move into the fourth installment.

As before, the standard caveats apply. Nothing below is meant to debate relative power levels or overall worth; instead, I'll judge the class solely on its own merits -- how much does it offer other jobs, does it have a unique mechanical identity or not, and how cool is the darn thing. With that in mind, let's round out the advanced jobs from the core game with Beastmaster, Summoner, and Bard!

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The Mog Log: Adventures equal battles

Fantasy, Game mechanics, Endgame, Opinion, Consoles, Final Fantasy XIV, The Mog Log

The Mog Log header by A. Fienemann
One of the big selling points of Final Fantasy XIV before launch was that there were many classes devoted to doing things other than fighting. The promise was made, more than once (if memory serves), that even non-combat classes would get to take part in the main story, and it was also stated that these classes would still be useful to an adventuring party even if not quite as good as another Disciple of War or Magic.

At this point, of course, we can confidently say that part was a lie. A Botanist is about as useful in combat as an actual botanist in a fistfight. But Naoki Yoshida has gone on record that the former part is a lie as well -- that if you want to take part in the main storyline, you really do need to level a combat class. It wasn't something that was really highlighted, but it was still there, and it's worth unpacking as we look forward to another year of the game's ongoing development. If you came in expecting to only craft and gather, you're no longer going to have your run of the place.

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The Mog Log: Final Fantasy XI classes, round 3

Fantasy, Final Fantasy XI, Classes, Game mechanics, Lore, Opinion, Consoles, The Mog Log

The Mog Log header by A. Fienemann
There's a certain brilliance to the fact that the first six classes in Final Fantasy XI mirror your selections back in the first Final Fantasy game. Once you hit 30, you can start transferring into the more iconic and frequently bonus-laden advanced jobs, but your initial selection is meant to call back to the start of the game. Those are the classes that I've already covered in this column, first with a column on the three physical classes, then the three caster classes. But that's barely the tip of the iceberg.

The core game only offered six advanced choices: Paladin, Dark Knight, Ranger, Beastmaster, Bard, and Summoner. Today, I'm going to be taking a look at the somewhat more physical side of the group, using criteria established way back when I started talking about class design philosophy. Bear in mind that this isn't meant to discuss strict power levels; that's the sort of thing that gets fiddled with easily enough and frequently enough that a unique mechanical identity matters more than who's on top at any given week. On with the first batch of advanced jobs!

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The Mog Log: The 2012 forecast

Fantasy, Final Fantasy XI, Expansions, MMO industry, Previews, Opinion, Consoles, Final Fantasy XIV, The Mog Log

The Mog Log header by A. Fienemann
As we enter the twilight of 2011, I can say with absolute certainty that my predictions for Final Fantasy XI and Final Fantasy XIV were wrong, which is fine, since when I made them last year I seem to recall saying to myself that I was predicting more on the basis of "should happen" than "will likely happen." I was overly optimistic about several things, overly pessimistic about a couple of others, and going in a completely different direction from the design team on the rest -- which is fine by me, actually.

That having been said, whether proving that I'm not afraid of failure or that I don't know when to quit, I'm coming back for another round of predictions for this coming year. But there's one major variable in the equation that's horrible to try and account for, and that's Final Fantasy XI. I can easily see the game going one of two ways, and while I think one's a bit more likely, there seem to be more divergent futures for it than for Final Fantasy XIV.

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The Mog Log: Eye of the earthquake

Fantasy, Final Fantasy XI, Game mechanics, Patches, Opinion, Consoles, Final Fantasy XIV, The Mog Log

The Mog Log header image by A. Fienemann
This has not been a normal year. Not for me, certainly -- I certainly didn't expect back in January that I'd be facing a week without power later in the year -- but not for Final Fantasy XI or Final Fantasy XIV either. None of us was expecting both games to be shut down for a while in response to a horrible earthquake hitting Japan, for example. But barring something truly bizarre happening over the next week, the year is finally winding down to a close, so we can look back on what's taken place with analytical minds.

Even without the earthquake, though, this hasn't been a usual year for either game. Admittedly, Final Fantasy XIV hasn't had a "usual" year to use as a baseline, but it was certainly a tumultuous one for players and developers. And Final Fantasy XI... well, it's had an unusual year more in terms of what didn't happen. Take a look past the break as I take a look down memory lane.

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The Mog Log: Forward impressions of patch 1.20

Fantasy, Classes, Game mechanics, Patches, Opinion, Consoles, Final Fantasy XIV, The Mog Log

The Mog Log header by A. Fienemann
As I write this, patch 1.20 is not actually live just yet. All I have to go on is a monster list of patch notes and the various previews we've been given thus far. Of course, by the time you're reading this, the patch will have released, and I have no doubt that some people will have played through everything it has to offer a couple of times over. So I'm working at a bit of a disadvantage.

In some ways I'm actually not in that terrible a spot. The last two patches have done great things for Final Fantasy XIV, and the patch notes are long enough that I can at least make some reasonable guesses about how things will play out. So I'm going to do precisely that, with the obvious caveat that I might be punching at the wind. Long story short: I'm confident about this patch; only a few bits irritate me.

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The Mog Log: Final Fantasy XI classes, round 2

Fantasy, Final Fantasy XI, Classes, Game mechanics, Opinion, Consoles, The Mog Log

The Mog Log header by A. Fienemann
It's time for the second batch of Final Fantasy XI classes to be examined under a set of criteria that have absolutely nothing to do with their actual power level. (Those change too often, and frankly I've never been a fan.) The first time around, we took a look at the three physical classes, who generally scored... all right, but not great. Each one had a clear area of expertise and some serious weaknesses in other areas -- which makes sense, being as they're starter classes.

The casters, on the other hand, are a different story. Sure, Warriors wind up later being an ur-type that gets distilled into several other roles, but most of the casters retain their uniqueness far later in the game. So let's take a look at your other three options when starting a new character in Final Fantasy XI, all of which have the same last name.

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The Mog Log: Narrative voices

Fantasy, Final Fantasy XI, Game mechanics, Opinion, Consoles, Final Fantasy XIV, The Mog Log

The Mog Log header image by A. Fienemann
One of the things that I've said for years about both Final Fantasy XI and Final Fantasy XIV is that these are MMOs that love story. Other MMOs have a narrative, sure, but it's in Vana'diel and Eorzea that story is really a big part of the game's appeal. There's a definite push in both games for players to take part in a narrative, to feel as if they're taking part in an epic story.

So let's not kid ourselves. There's another game coming out that offers to do the exact same thing, and it's doing so with a real set of chops. Star Wars: The Old Republic is on its way, and it's staking claim to the same territory with a very different presentation.

Both Final Fantasy XI and Final Fantasy XIV are niche games that are never going to have the same sort of mass-market appeal as BioWare's behemoth; that much is a given. But the real question is what happens when one of the big selling points of these niche games is co-opted. Is the story in Star Wars: The Old Republic better? Will it even matter? What happens when someone else decides that story is a good place to hang a design philosophy?

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The Mog Log: Final Fantasy XI classes, round 1

Fantasy, Final Fantasy XI, Classes, Game mechanics, Opinion, Consoles, The Mog Log

The Mog Log heard by A. Fienemann
The character creator in Final Fantasy XI was my first exposure to character creation in MMOs, which is disappointing. There's no way to paint it as a good system, at least not to someone who is more or less powered by character customization. But it did give you your first six options for character class, and since we're starting the no doubt many-part series on character classes in both games as of today, it's relevant.

At the beginning of the game, you choose a class selected from the same six classes that have made up the "default" arrangement for the series since, well, 1987. Today, I'm going to take a look at the three physical classes from that initial assortment: the Warrior, the Thief, and the Monk. We're going to be using the same initial criteria that kicked off this series, so take a moment to look at that if you're unfamiliar. Without further ado, let's get to classes!

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The Mog Log: Fluffballs on parade

Fantasy, Final Fantasy XI, Culture, Lore, Opinion, Consoles, Humor, Final Fantasy XIV, The Mog Log

The Mog Log header by A. Fienemann
Despite what it might have seemed like, last week's column was not actually meant as a direct response to Final Fantasy XIV's announcement of class revisions. It was just a happy coincidence, really. I could go into more detail, of course, but I had already planned on talking about the eponym of the column, which I haven't done since I kicked the column off in the first place.

Moogles are ubiquitous in Final Fantasy XI, and while they're a bit rarer in Final Fantasy XIV they're still not a secret. This is understandable -- after all, the small little critters are part of the glue that holds the series together conceptually. So it's odd that when you get right down to it, they're only peripherally involved with the settings of the games they appear in. Despite the ubiquity of the moogles, it's debatable whether some of them are even there.

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The Mog Log: Class philosophy

Fantasy, Final Fantasy XI, Classes, Game mechanics, Opinion, Consoles, Final Fantasy XIV, The Mog Log

The Mog Log header image by A. Fienemann
I'm willing to bet that there are MMOs out there with more classes than the online Final Fantasy installment, but there aren't any that spring to mind with such a wide array of classes and such a schizophrenic outlook on how they work. In both Final Fantasy XI and Final Fantasy XIV you can switch between classes freely, each class with its own emphasis... and yet you can also port abilities from one class to another in some fashion, thereby blurring the distinction of each individual class compared to its peers.

If it isn't obvious, I've been thinking a lot about classes, how they work in the games, and where the two different implementations succeed or fail. So I'm going to start off by taking a look at classes as an overarching construct, what they should be providing for both games, and what the developers seem to want from the classes in a game-wide sense. If this sounds about as interesting as watching paint dry, next week we'll be taking a break to talk about moogles. For now, though, let's talk about what a class should have.

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The Mog Log: Five zero

Fantasy, Final Fantasy XI, Endgame, Opinion, Consoles, Final Fantasy XIV, The Mog Log

The Mog Log header by A. Fienemann
The march to the level cap in Final Fantasy XIV is nothing like that of its predecessor, but it's still an undertaking. The fact of the matter is that leveling shouldn't have taken me nearly as long as it did. The game has been out for over a year, after all. But between my usual inability to pick a class and stick with it, natural disasters, and various other circumstances, it was only a couple of weeks ago that I finally hit level 50 on my Gladiator.

Receiving the full red cobalt set a level earlier did mean that the level was a bit anticlimactic at the end, but it all balances out.

But now that I'm here at max level, I can look back on the path as a whole and have a different perspective on several parts of the game's structure, both the good and the bad. Especially since it's the first time around that really matters.

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The Mog Log: Another course

Fantasy, Final Fantasy XI, Expansions, Opinion, Consoles, The Mog Log

The Mog Log header by A. Fienemann.
For this week's Mog Log, I'm going to start off by making an analogy about what Final Fantasy XI needs for the future. Picture, if you will, a restaurant in which you can order any food imaginable. Sometimes the food takes a little while to get prepared, but it's always cooked just to your taste. It's expensive, and all of the chairs are broken, but it's your favorite place to eat because the virtue of getting whatever you want outweighs all the detriments.

Now, let's say you go into that restaurant, sit on one of the broken chairs, and get on the phone to call Square-Enix and tell it to make another expansion for freaking Final Fantasy XI already. Seriously, Wings of the Goddess is practically fossilized at this point. We're on the game's eighth year of operation in North America -- midway through the ninth in Japan -- and boxed editions of WotG require a team of university archaeologists and possibly carbon dating to identify.

I never claimed it was a great analogy.

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