One year past, ffxiv data centres was at a weird place. The game had done the hopeless one time taking a title that had failed badly and re-launching to actual attention from the world at large. Barring a small misstep with casing, it had done all perfect. But a year ago, it had to do the tough part: sticking the landing. But at that point it had to bank on such goodwill and form itself into a respectable game over the MMO space. And it managed that.
What astonishes me about the game’s year of background is that despite making mistakes and poor decisions, the game has continued to make praise from players and onlookers, more in order each month rolls and it continues not to collapse. That alone sounds surprising, especially after a year like 2014. So let’s return over the year, see what the game did right, and look forward into the new year as well.
I eventually have a class that I am completely satisfied with.It’s indisputable at this point the game is a victory, and by all indications it seems to be steadily growing in subscribers and large-scale appeal instead of tapering off. The game hit its customary three-month lull, and it has kept rolling on without a problem. I regularly see new players on my home server, and that I play one of the very popular servers at the game, which is nearly impossible to make new characters around.
And of course how many folks wanted our awards to provide it Game of the Year for 2014 despite the fact that it did not, in fact, launching in 2014. But I think that talks to one of those three big things that the game is performing very right. It’s adding a great deal of content with each patch. Each one, thus far, has included three new dungeons, a new sort of large-group content, fresh boss arenas, and new principal story quests. Each one also has those as the bare minimum baseline for exactly what a patch should include, which is noteworthy. New daily quests, new methods, new sidequestsnew crafting recipes… I’ve seen people argue that the game adds in with patches what a good deal of games add in with expansions, and while I feel that’s overselling the stains, the last year has included nine dungeons, three raid-ish things, searches, desynthesis, three brand new Primal battles, a great deal of negative stories, and a new class. If that were boxed up and sold for $30, most folks would buy it.
We have seen a big push in the market toward subscription games with much more frequent patches, which every single company has failed to deliver on. ffxiv data center split has gone the opposite route, using a steady three-month cadence in exchange for a massive quantity of content to keep you occupied for those 3 months. It’s not ideal, but it does a very long way toward maintaining players engaged.
It also helps that the 2nd major thing it’s doing right is that the endgame is pretty flexible. Yes, you’ve got that scaling power progression, but the simple fact of the matter is that if your end goal is”receive the very best possible equipment on this job,” you have lots of ways of moving about that. If you despise raiding, that is fine, you never have to set foot in Coil or the Crystal Tower series. Enjoy it? You can certainly do nothing but these, that will work too. You can buy a more-than-respectable set from dedicated crafters, complete with space for materia, and while it’s not exactly cheap to accomplish this, it permits you to get a jump on fresh content.
There are stumbling blocks here and there — the update system for tomestone gear, for example, appears to exist chiefly so the people in Coil can feel as though they’re the most specific things on the cube for a few months. I am not a fan. But progress doesn’t simply stop once you hit the level cap, nor does it remain locked in place in case you don’t need to get into certain kinds of articles. There are a whole lot of choices about what you could do at the cap, which is excellent.
And that’s the final point and I feel the most relevant one. What makes dull is mainly not the game itself but that the leveling up game, which hasn’t changed substantially since launching, but then there is the simple fact that you don’t need to stay with one class all the way through. Don’t feel like battling things? There is a complete game there, a huge portion of play and tons of stuff to do only working on your craft and getting better!
And Yoshi-P did it while he was napping, also. (This is really a lie. The man doesn’t sleep. Ever.)
In other words, after a year of operation, ffxiv world status has always delivered to the stated promises of almost every game that launched last year: play how you like, have a variety of items to do outside simply fighting, and get a great deal of new content with each update. Plus it did the entire thing with no missteps.
2015 is going to be a big year for the game, because Heavensward is probably coming out in early May. (That is not official yet; that is my forecast. I’m just very convinced about it) From what we’ve heard thus far, the basic structure of this endgame will stay the same, so I’d expect the same sort of roulette structure, tomestone equivalents, alternating 8-person and 24-person big-group content, etc. The largest shake-up is the addition of a narrative mode for Alexander, which appears designed to give more folks a glimpse of the story behind the big-group stuff.
However, the game no more needs to stick with the landing; it handled that. By all accounts, the designers appear to have a fantastic indicator of what players enjoy, and though the development team makes some poor choices, its own collective soul is in the ideal location.