2413: Dropping in on Vana’Diel

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The first MMO I really got into was Final Fantasy XI. This was after a few previous aborted attempts including EverQuest and Ultima Online (over dial-up — not recommended, particularly EverQuest, which crashed every time I zoned) as well as slightly lesser-known titles like Dark Age of Camelot.

I never stuck with the earlier games because they never quite resonated with me for one reason or another — perhaps it was their clunky interfaces or their painfully slow progression. All I know is that Final Fantasy XI, despite also having a clunky interface and painfully slow progression, managed to capture my attention for a decent period of time before I finally moved on to something else — Final Fantasy X-2, as I recall — and never went back.

Just recently, some Final Fantasy XIV friends and I have been getting nostalgic for XI, so I thought I’d go check it out, given that it’s been a number of years and several expansion packs since I last tried it. And while the game is still recognisable as what it once was — a steadfastly traditional MMO more in the EverQuest mould than the now more fashionable WoW mould — it’s been considerably streamlined to make the experience much more friendly to new players and solo players. On top of that, players now have a hefty amount of options to choose from when they log in and want to decide what to do next. This is not something Final Fantasy XI was ever lacking in, but the additions and refinements that have been added to the formula over the years benefit both new players and grizzled veterans.

Take the Fields of Valour and Records of Eminence systems, for example.

The former sees you examining “field manuals” in each zone and taking on a training regime of your choice. Completing said regime rewards you with experience, gil and a currency called tabs that can be traded in for various benefits ranging from teleporting back to your home city — a godsend if you’ve been grinding several zones away, since fast travel isn’t anywhere near as accessible as it is in XIV — to having temporary buffs cast on yourself.

The latter, meanwhile, is accessed through your Quests menu and allows you to assign yourself up to 30 objectives at a time from an extremely comprehensive list of possible challenges that range from “defeat 100 enemies” to “deal 100,000 points of damage in total” via “loot 10 wind crystals from enemies”. Most of these objectives are repeatable, and all reward you with experience points upon completion.

Just the addition of these two systems, which support the existing style of play FFXI veterans will be used to, makes levelling a considerably less painful, time-consuming process. What once took weeks of grinding can now be done in a few hours — to put it in context, I played for about 2 or 3 hours earlier and made it to level 16. First time I played this took me several weeks to achieve; in several months of play I never got any further than level 30.

It’s a bit of an adjustment to go back to XI after the tightly structured gameplay of XIV. XI, by contrast, is much more freeform; there is a main storyline to follow, but it’s of considerable benefit to players to go out and level up a bit first before even thinking about tackling these missions. The story can even be ignored completely if you’d rather just go out hacking and slashing monsters, unlike in XIV, where it was an integral part of overall progression by gradually unlocking game features and challenges as you went through.

One of the best additions to XI in recent years is the Trust system, which allows you to recruit “alter-ego” versions of various NPCs from around the game world after meeting the requirements to unlock them. Once unlocked, these “alter-egos” can be summoned at any time in the field for you to party up with, effectively allowing you the ability to take on considerably stronger monsters than you would otherwise be able to tackle solo, and all but eliminating the need for standing in Valkurm Dunes for hours at a time shouting “RDM LFG” in the hope that someone would pick you up to go and kill lots of crabs with.

One might say that the Trust system takes away from one of the key defining aspects of FFXI as a massively multiplayer online game, but in practice it’s simply more convenient for many players. You still have the option to party up with other people, of course — and chances are they’ll play their roles much better than the relatively limited AI of the Trust companions — but for those who prefer to play solo, Trust NPCs can form a formidable party with you once you’ve unlocked a few of them.

The other interesting contrast between FFXI and FFXIV is how it handles combat. XI’s combat is relatively simple in the early levels, relying mostly on your auto-attack and occasional use of Weaponskills when your TP bar hits 1000 or greater. XIV, meanwhile, is much more active, demanding that you both dodge enemy attacks with telegraphed areas of effect and keep performing your class’s combo or rotations as efficiently as possible, preferably without stopping. Both are considerably slower paced than true real-time combat, striking a good balance between a turn-based feel and actually allowing the player to feel like they are in full control of their character, but XI is even slower than XIV, providing you with plenty of time to pick abilities in advance from its traditional FF-style menu system rather than XIV’s hotbars.

I’ve enjoyed returning to Vana’Diel so far; the experience contrasts well enough from XIV that the two games can sit quite comfortably beside one another in a gamer’s collection, and the state they’re both in in 2016 means that you can sit down for either a long or a short session with either and feel like you’ve achieved something.

Mostly I’m wanting to play through Final Fantasy XI to see its main story content, which is supposed to be good, but the sheer amount of stuff to do in the game — it’s got over ten years on A Realm Reborn, after all — is more than likely to prove a bit distracting!

2410: Sounds of Vana’Diel

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Talking to some of my Final Fantasy XIV friends today, I realised quite what an impact XIV’s predecessor Final Fantasy XI had on me, even though I never really got that far with it in the long term.

As with many other things throughout my life, the thing that has stayed with me for the longest ever since I played it for the first time is the music. (Incidentally, the music is, more than anything, the reason why I find I can’t stay away from Final Fantasy XIV for long, even when, as I did recently, I think I’m “over it”.)

Final Fantasy XI’s music is not as well known as many of the other soundtracks in the series, primarily because XI itself is not as well known as the other Final Fantasy games that have been released over the years. It’s not as technically accomplished as XIV’s diverse soundtrack, and it’s not the work of series veteran Nobuo Uematsu (who hasn’t been quite as involved with the series in more recent years) but it is nonetheless made up of a selection of rather lovely pieces of music.

Here are a few that make me feel suitably nostalgic every time I hear them.

This music, simply called Ronfaure after the area in which it plays, is one of my favourite pieces from Final Fantasy XIV, because it pretty much sums up the overall atmosphere of the game: vaguely melancholic and rather traditional.

Final Fantasy XI is — at least, from what I remember — one of the more traditionally-set Final Fantasy games, with an emphasis on good old swords, shields, magic, orcs and goblins. Its soundtrack reflects this, and is a contrast to XIV’s diverse track listing, which reflects the diversity of XIV’s world itself.

The first character I played in Final Fantasy XI — and the only one that ever got anywhere to date — hailed from the Federation of Windurst, and thus his starting area was Sarutabaruta, which featured this wonderfully calming piece of music to accompany your exploration.

Sarutabaruta was a land of grassy meadows and sunshine; a thoroughly pleasant place to have a stroll, were it not for the monsters wandering here and there, of course.

One of the things I liked most about Final Fantasy XI, even after I played World of Warcraft for the first time, was the fact that it had a battle theme. Well, actually it had several according to your progress and whether or not you were in a party, but this one was likely to be the first one you heard as you stepped out of the gates of your starting city for the first time and prepared to have the shit kicked out of you by a small bumblebee. (FFXI was an MMO designed in the EverQuest mould, in comparison to FFXIV’s rough adherence to the World of Warcraft formula, and consequently was brutally difficult, particularly at low levels.)

I always particularly liked that the battle theme for FFXI actually sounded like a Final Fantasy battle theme.

Final Fantasy XI’s character creator was simple compared to those that came in later years, but one of the things I always liked about it was that each of the several races you could play as in the game had their own “theme tune” and even had their own signature animations to show you what they were all about while you were deciding. The Mithra, FFXI’s take on the catgirl, were exactly how you would expect them to be from a game designed by Japanese people, and their music reflected that nicely.

Final Fantasy XI’s group content was structured rather differently to XIV. It wouldn’t be until about level 25 or so that you’d encounter your first real “boss”, marked by a “Burning Circle” that you had to enter with a party of companions you’d previously gathered — no Duty Finder for you here.

Confronting said boss was A Big Deal, in other words, which is why I can remember it vividly: battling a dragon and his Ahriman companion, accompanied by this stirring soundtrack.

I never got far enough into the story to get properly into the expansion packs for FFXI, but I did visit some of the areas, because they were good for level-grinding.

I think, for once, YouTube comments sum up what I feel on hearing this piece of music better than anything I could say here:

“And here I am, 8 or 9 years later laying in bed listening to this music, wondering what ever happened to the people I considered my closest friends. Time is cruel, and one by one we each took a break from the game and never returned. If youre in a guild/ls/free company now, these will be the days that you someday look back on 😀 Dont let your friendships disappear, get on Facebook/Discord/Guildwork and keep in touch with them.”

“Makes me tear up… I miss my old ls. r.i.p. Saints”

“comments like these make me wanna cry ;-; chemistry like this is so hard to find now. social life is so fast now”

Quite. For all their faults, for all the assholes who play them and all the whining that inevitably goes on around them, MMOs are, at heart, about people finding and connecting with one another, then sharing unforgettable experiences together.

1293: [Incredibly tough][Miq’ote][rod]

I’m getting a bit antsy for Final Fantasy XIV. I haven’t felt genuinely excited about an MMO for a while — the last one I played, which was The Secret World, was something I picked up more out of idle interest than anything else. Final Fantasy XIV, meanwhile, is something I’m really looking forward to.

While I’m waiting for the announcement that the open beta has started and I can finally start building what will become my “permanent” character in the game, I’ve been reading back over some of the forum posts, and particularly about people who once played Final Fantasy XI and ended up leaving.

I enjoyed Final Fantasy XI a lot. I didn’t play it for anywhere near long enough to reach the level cap or anything like that, but I enjoyed the experience of what I played. It helped that I had some good friends who played regularly, but it was also just an experience that I found enjoyable. I’m hoping Final Fantasy XIV recreates that kind of feeling, though I’m already aware it’s a very different game — and I’m glad about that.

Final Fantasy XI was hard. Really hard. This was the kind of game where if you inadvertently got a monster chasing you that was too strong for you to beat, you’d better outwit them and run away as fast as possible, because they would chase you across the whole map, and they would kill you. To add insult to injury, Final Fantasy XI also penalised your experience each time you died, meaning that dying too much could actually result in you losing levels if you weren’t careful — something I haven’t seen in any MMO since. This gave the game a real feeling of consequence — if you got yourself into a situation you couldn’t handle, you had better either figure out how you were going to deal with it, or accept your fate.

This sort of “penalty” thing is something that people praise Demon’s Souls and Dark Souls for, because it makes death meaningful. And that’s good. In World of Warcraft, death just means your equipment gets a bit damaged and you have a bit of a run back to your corpse, but otherwise there aren’t really any major penalties you have to deal with. This means that in many cases, challenges can be brute-forced by simply chipping away, dying, running back, repeating. This isn’t really possible when you’re by yourself, as monsters who aren’t being actively attacked tend to run back to their spawn point and heal fully, but if you’re in a party it was most certainly possible.

In Final Fantasy XI, meanwhile, you had to work together. It was one of the most intensely cooperative games I’ve ever played, and while this sometimes led to player tempers flaring, I was fortunate enough for the most part to group with people who both knew what they were doing and were patient with newbies.

Getting into a fight in Final Fantasy XI was a big deal. It wasn’t a hack-and-slash game; it was something where, when you saw an enemy, you had to carefully weigh up your chances of victory as a group. Once the battle began, everyone had to play their part and know what they were doing — even in combat against non-boss enemies. Battle was an intricate dance led by the Warrior, who maintained the enemy’s attention while other classes dealt damage or healed the party. It was stressful, but in a good way; as I say, it was intensely cooperative, and the knowledge that what you were doing was important felt great. Contrast this with something like World of Warcraft, where I often felt rather detached in party play, particularly playing as a Mage. Combat often boiled down to little more than standing back and spamming the same few attacks over and over again while other people did their thing independently.

(Aside: I have no idea what “Abyssea” is, but people who stuck with Final Fantasy XI longer than me seem to complain about it an awful lot.)

I’m not yet sure how Final Fantasy XIV’s cooperative play will work as I didn’t get a chance to try it during closed beta. I am curious to see, though, since from what I’ve heard from other people, each class plays noticeably differently from the others. The Pugilist class that I experimented with had a strong focus on quickly triggering attacks in a specific order to form combos, and this was probably most like what I was doing as a Mage in World of Warcraft. You had to memorise the combination of buttons that was most effective, then repeatedly trigger them as appropriate. Final Fantasy XIV added a bit of extra depth, though; positioning is important, as you can dodge area-of-effect attacks and do extra damage from certain angles.

Party play in Final Fantasy XIV also features the return of the Limit Break gauge from Final Fantasy VII, which I’m interested to see — in this particular incarnation, it’s a meter shared between the whole party which any member can use when it’s charged. The exact effect it has is determined by who triggered it. I’m wondering how sensible and restrained people will be with this feature, or if it will end up getting spammed by people. We’ll see.

With the recent announcement of Everquest Next and its impressive dynamic quests and terrain deformation, attention seems to have swung off Final Fantasy XIV a bit, but I’m still intending to give it a good shot. I really liked what I played in open beta, and I anticipate it’s something that I’ll enjoy sticking with — particularly if I get the opportunity to play with some people on a regular basis, which is looking likely.

Hopefully not too long to wait until open beta. Count on some enthusing on these very pages when it does arrive.