1553: Fight On: A Music Post

I wanted an excuse to share this excellent piece of battle music from Demon Gaze, which I'm still playing through for review, so I figured, what the hey, why not just do a battle music post?

All right. Without further ado, first up, and in no particular order after that:

Demon Gaze (PS Vita) – Blue Eyes Hunter

This track from the dungeon crawler is the battle theme that plays when you fight against the enemies that pop out when you toss a gem into one of the many Demon Circles that adorn each of the game's levels. This is a core game mechanic that allows you to acquire new equipment without having to pay for it; you can subsequently either equip it if it's better than what you've got, break it down for Ether to use in upgrading existing equipment, or sell it for profit.

Demon Gaze's soundtrack is consistently excellent and unusual. The fact there's a heavy Vocaloid component to most of the tracks gives them a very distinctive feel, and this track is a good example. There's a pretty wide selection of music throughout the game, and partway through your adventure the default battle theme changes — something that I always like to hear happen in an RPG, as it's an obvious signal that you've made significant progress.

Final Fantasy XIV (PC, PS3, PS4) – Fallen Angel

This track from one of the toughest battles in Final Fantasy XIV's main story (but one of the more straightforward battles from the endgame) is one of the best pieces of music in the whole game. It accompanies the battle against Garuda, one of the gigantic Primals who are threatening the land of Eorzea after being summoned by the beastmen tribes who worship them.

Garuda, or the Lady of the Vortex as she's also known, is a nasty piece of work, and her fight really gives a strong feeling of clinging on for dear life against powerful winds lashing against your face. The music's frantic energy helps complement that, too, making this an incredibly exciting confrontation.

Menace (Atari ST, Amiga) – Boss Fight Theme

This isn't an RPG battle theme; instead it's a boss battle theme from the Psygnosis side-scrolling shooter Menace — a surprisingly competent game that stood up reasonably well to its console equivalents of the same period.

This track by David Whittaker may be repetitive and simple, but it helped get the idea across that battling bosses was serious business. I vividly recall finding it almost impossible to beat the first boss on Menace when I was a kid. I wonder how difficult I'd find it now?

Time and Eternity (PS3) – Towa Battle Theme

Time and Eternity was critically panned when it was released by pretty much everyone except me — I rather liked it, and looking back on last year it's actually one of the games I feel like I enjoyed most even though I will freely admit it was not, by any means, the best game I've ever played.

Two big contributing factors to my enjoyment of the game were its beautiful HD anime art style — the game used hand-drawn anime cels for sprites rather than the more common polygons seen in many of today's games — and Yuzo Koshiro's astonishing soundtrack. Koshiro, if you're unfamiliar, is the guy behind one of the finest soundtracks of the 16-bit era, the Streets of Rage 2 score. This particular track is one of the normal battle themes for the game — there are two; one for each of the two main characters, Toki and Towa. This is Towa's.

Baldur's Gate (PC) – Attacked by Assassins

I'm generally not so much of a fan of Western-style RPG soundtracks because they tend to be more "cinematic" in nature; in other words, in contrast to the catchy, singable tunes of Eastern games, Western games tend to have music more as something going on in the background. This is fine, of course — it's worked for a lot of movies and TV shows over the years — but I've never been a huge fan because it makes the soundtracks less memorable overall for me.

There are exceptions, though, and this track by Michael Hoenig for the original Baldur's Gate is one of them. One of the first battle themes you hear in the game, this track just has a wonderfully aggressive, pounding energy to it that makes you want to keep on fighting. (Of course, at the time you first hear this track, all your characters are level 1 and consequently are very likely to get killed by a small rat breathing anywhere near them, but that shouldn't stop you from feeling like a hero while you still have a few HP.)

TFX (PC) – Defence Suppression

Oh man, I've been wanting to hear this track again for years now, and good old YouTube delivered the goods. YAY. Ahem. Anyway.

This is from the distinctly "arcadey" (for want of a better word) flight sim TFX from 1993, a spectacular-for-the-time game that I always really wanted to play 1) to hear this music (which was included as Redbook CD audio, so you could listen to it on a CD player) during gameplay and 2) to switch between the internal and external views a few times just to see the G-LOC-style "zoom" animation where the camera zipped back and forth dynamically rather than just switching like other boring flight sims.

Unfortunately, I could never get the copy we owned running, and thus to this day I've still never played TFX. I somehow doubt it will stand up quite so well today, but this is still a cool (if distinctly '90s cheesy) piece of music.

Ar Tonelico Qoga (PS3) – EXEC_COSMOFLIPS

Ar Tonelico Qoga was not the strongest installment in the Ar Tonelico series — that honour belongs to Ar Tonelico 2 — but it has one of the finest soundtracks. In fact, with the amazing music in all three Ar Tonelico games, it's nigh-impossible to pick one favourite soundtrack.

It is less difficult, however, to pick a favourite individual song; this one, from Ar Tonelico Qoga, is simply wonderful. Just listening to it will hopefully give you an idea of its majesty to a certain extent, but taken in context of what is going on in the story at this point, it's just magnificent.

Final Fantasy Tactics (PS1) – Trisection

Final Fantasy Tactics had a few good tunes, but on the whole I thought it was a relatively weak soundtrack, especially when compared to the rest of the Final Fantasy series which, at this point, was still dominated almost exclusively by Nobuo Uematsu. (Tactics, meanwhile, was composed by Masaharu Iwata and Hitoshi Sakimoto.)

This track, though, is one that I'll always remember. Accompanying the very first battle in the game, it was the absolute perfect way to stir up the emotions and encourage you to do your best — which is why I was disappointed it wasn't used more often over the course of the rest of the game. I always wanted major battles to be accompanied by this tune, and every time the "story" music faded out in preparation for the battle to begin, I found myself hoping and hoping that I'd hear those distinctive opening rising passages again.

Trauma Team (Wii) – Be the One

The Trauma Center series has consistently fantastic music throughout, thanks largely to the involvement of Persona composer Shoji Meguro for part of the run, but this track here is a particular highlight that I believe I've drawn attention to on this blog before.

This track is from the culmination of the entire game's storyline; the final operation to stamp out the disease that has been running rampant throughout the population once and for all. (I won't spoil any further circumstances, as additional narrative aspects make this an incredibly nerve-wracking scene overall.) It's a track that says "don't fuck this up; everything is depending on this", and the track that comes immediately after it was enough to get me sitting forward in my seat pretty much holding my breath as I attempting to bring the game to its conclusion. Amazing stuff.


 

Well, at nearly 1,500 words that's probably enough for a "throwaway" post on battle themes from video games. If you have any favourites of your own, feel free to share in the comments. Include a YouTube link if there is one!

1538: Loot Whore

Playing both Final Fantasy XIV and Diablo III — two fundamentally similar but also quite different games — this weekend has got me thinking about loot. Yes, this is a very specific thing to be thinking about, but I find the two games' differing approaches to providing the player with new equipment to be quite interesting.

At heart, the difference between the two games is in whether gear acquisition is purely vertical (Final Fantasy XIV) or whether there's a degree of horizontal… ness about it, too.

What do I mean? Well, in Final Fantasy XIV, the equipment you put on your character is largely determined by your level. And when you hit the level cap, you then work your way up through several "tiers" of equipment that are increasingly challenging to acquire. Item Level 50 items are provided to you as the final stages of your class' quest; Item Level 60 items come from entry-level endgame dungeons; Item Level 70 items used to come from endgame currency and now come from more challenging endgame dungeons; Item Level 80 items come from Crystal Tower; Item Level 90 items… you get the idea. Everything comes from a specific place, and you generally have to "work" for it — items you purchase require grinding out the requisite amount of currency before you can afford them by running dungeons and other content, while items you acquire as loot from dungeons are random drops that, in many cases, will require a large number of runs of the same dungeon to acquire a complete set of.

In Diablo III, conversely, you are constantly thrown new gear. Every other fight you get into, a monster drops something. And with the recent Patch 2.0, it's usually something interesting that has an impact on your stats, damage, healing potential or other stuff. You'll be swapping out equipment very regularly as you find new bits of gear; consequently, equipment starts to feel a lot more "disposable" than it does in something like Final Fantasy XIVDiablo certainly has an element of vertical progression, too, as items get gradually better over the course of the whole game and have minimum level requirements to use, but when you strap on a new piece of armour it's on the understanding that you might not be holding onto it for very long, unlike, say, my Sorcerer's Coat that my Final Fantasy XIV Black Mage has now been wearing for a number of months now. (That thing must reek.)

There are other ways to handle it, too. Japanese role-playing games tend to take a vertical approach, with new "tiers" of equipment presenting themselves as you progress through the linear storyline, with the "ultimate" equipment usually either tucked away in a secret place or secreted behind a significant challenge. Western role-playing games tend to allow pretty much any character to strap on anything at all, though if your class isn't proficient in it you can expect penalties to your performance. Western role-playing games also tend to festoon their worlds and dungeons with hundreds of the same shitty pieces of armour and weaponry, and then hide a few good bits and pieces in the deepest darkest dungeons. And then you have weird hybrid games like The Witch and the Hundred Knight, which is a Japanese role-playing game that takes heavy cues from loot-whoring role-playing games like Diablo, which combine a toned-down degree of player choice/horizontal progression with vertical advancement as the game goes on.

It must be a really tricky balance to get right, and I don't envy the people who have to design all that gear and ensure it's reasonably well-balanced for the game. (Although unbalanced super-gear can be a lot of fun, too, so it's not unusual to find at least one massively overpowered piece of gear in many games — at least in the single-player sphere.) I'm not sure, on the whole, which system I prefer — if indeed any — because they each have their pros and cons. I really like the sense of achievement that acquiring a new piece of equipment in Final Fantasy XIV brings, for example — it feels like you've done something major. Conversely, I like that the sheer volume of loot in stuff like Diablo allows you to tweak and tailor your character a lot more to your liking — but it is a faff to have to keep comparing stats every few minutes.

There you go. One of the nichiest posts I've ever done. It's late. I'm going to bed.

1531: Zodiac Brave

Final Fantasy XIV's second major patch is brilliant stuff, bringing with it an absolute shit-ton of things to do for those who have reached the level cap.

I used to be a little disappointed to hear that MMO expansions and major patches tended to favour endgame players over those working their way up through the levels, but now that I am an endgame player, I completely understand the logic. There's already a bunch of stuff there designed to get people from level 1 to level 50; but the people who have reached level 50 need a constant, continual stream of New Things to Do otherwise they'll simply jump ship and go off to play something else. In a subscription-based game such as Final Fantasy XIV, this is exactly what Square Enix does not want to happen.

Patch 2.1 added a decent amount of new content for endgame players to work through, primarily in the form of new dungeons and Trials (complex boss battles) to play through. Patch 2.2, the most recent one, initially appears to be somewhat similar, but there's a bunch of more subtle tweaks here and there that are designed to keep people invested in the game in the long term rather than simply racing through the new content as quickly as possible, then taking to the forums to whinge that there's not enough to do.

Chief among this time-consuming stuff is the Zodiac Weapons quest. One of the first things you'll want to do upon reaching the level cap in Final Fantasy XIV is complete the "A Relic Reborn" quest, which outfits you with a good weapon for your class that can subsequently be upgraded. The quest is a lengthy affair that demands you work through some of the toughest battles in the game and then participate in enough endgame content to earn the special currency required to purchase some items. Once it's done, it's done, though, and for each class there was previously only really one weapon better than the Relic available, and that was extremely difficult to obtain due to it being secreted in what was formerly the hardest dungeon in the whole game.

Now, though, your Relic can be upgraded further through the new Zodiac Weapons quest. After maxing out your relic, you're then tasked with going on the hunt for twelve "Atmas" — mysterious items that are required to buff up your Relic weapon into something new and shiny. In order to obtain the Atmas, you have to participate in the "FATE" events around Eorzea — little mini-quests that pop up around the world map that anyone in the area can jump in and help out with. For each FATE that you attain a gold medal in, there's about a 5% chance that the Atma for that area will drop, and you need to obtain twelve Atmas in total, so I'm sure you can see how this will take a while.

A grind it may be, but it's had the side-effect of making FATEs relevant again, which is a good thing, since they're a lot of fun and had fallen somewhat into disuse after the rewards from dungeon-crawling became significantly better. Now, though, there's always bands of wandering adventurers crawling around the various areas and stomping through the FATEs, and due to the game's level-sync mechanic, no-one will ever come along and simply overpower them, making it no fun.

Once you've obtained the twelve Atmas, there's then a selection of books to work through, each of which have their own challenges to complete and each of which buff up the Zodiac weapon's stats by a particular amount when you complete them. And then you can do this for each class.

In other words, it's going to take a while to accomplish. Despite the fact it's a fairly unsubtle move to keep endgame players invested in the game in the long-term, having a long-term goal like this is actually rather enjoyable because it brings a wonderful sense of achievement when you do finally accomplish it. I have no doubt that I'll put in the hours required to get a Zodiac weapon for my Black Mage class, and I will probably do it for the other classes I get to 50, too. I'm in this game for the long run, and I'm really enjoying the flow of new challenges that appear every few months.

1529: The Whorleater

I imagine only a few of you reading this will give a toss, but Final Fantasy XIV version 2.2, aka Through the Maelstrom is out today. I haven't had a lot of time to play with it so far, what with having to do pesky work and then go out to Japanese class this evening, but after we've had dinner I'm going to spend some time with it tonight.

I have had the opportunity to at least unlock the Glamour system I talked about a few posts ago, and from there begin assembling my own custom outfits for my high-level classes. So far I've put together some rather fetching ensembles for my Black Mage and White Mage classes — Black Mage looks rather classy in a figure-hugging black skirt, white thigh-highs, black velveteen gloves and a low-cut black coatee with a lacy white collar; White Mage, meanwhile, is clad in what I can only describe as a slightly slutty tennis player's outfit, eschewing the usual frumpy robe of level 50 white mages in favour of a snug-fitting, bone white hempen camise up top and the borderline-indecent Cleric's Culottes (aka the tiniest miniskirt in the world) down below.

I followed my unlocking of the Glamour system with the unlocking of the new dance animations — I know where my priorities are, huh? — and after dinner I'll be delving into some of the more meaty new content. For now, it's time for dinner; I'll update this post with some pics and additional thoughts later.

Okay, I forgot to take any pics, but I've done the three new dungeons, and they're a lot of fun. One of the best things about much of Final Fantasy XIV's multiplayer content is how most of it eschews the straight "tank and spank" approach seen in many MMOs. It's a very movement-heavy game, and success in boss battles is dependent on knowing any special mechanics that might be in play along with having the ability to avoid incoming attacks.

A particular highlight was one of the bosses in the new Hard Mode version of the Brayflox's Longstop dungeon. Initially appearing to be a rather simple fight against a tough goblin, it's not long before the fight becomes highly chaotic, with exploding mines dropping into the battlefield and criss-crossing the arena with Bomberman-style cross-shaped explosions. Alongside all this, the boss is hurling stuff at you and summoning additional enemies, each of whom lock their attention on an individual party member, necessitating a quick takedown. You really have to stay on your toes and pay attention.

Another particular highlight was the final boss of the same dungeon, which had several different phases: hurling damage at it, staying out of its way as it careened around the outside of the arena, and using area-effect skills to push back swarms of bombs to create a safe zone in the middle of the area. Again, it's another fight where you really need to pay attention to what's going on around you rather than simply going through the motions of triggering the same skills over and over again.

It's the skill-based part of Final Fantasy XIV that, for me, distinguishes it from other MMOs where you might have a bit more character customisation. Everyone at level 50 in Final Fantasy XIV has the same abilities and probably very similar stats, too; the main distinguishing factors between individual players are pure skill and the equipment they're wearing. A skilled player in slightly lower-level gear will pretty much always beat a well-equipped player that is not very observant or not very good at dodging. We're not talking the level of dexterity and timing required by something like Dark Souls, for example, but it's pretty close in some fights — the challenging battles against Titan being probably the best examples.

So far I've barely scratched the surface of the new content. The three new dungeons were great fun and I can see myself running them lots of times, particularly as the rewards on offer are pretty good. Tomorrow and over the weekend, it's onto the main story content and the long-awaited continuation of the hilarious and bizarre Hildibrand quests, which have proven to be a highlight of the new content in both updates so far.

In case it wasn't clear, I continue to be super-impressed by Final Fantasy XIV. The fresh injections of content, the constant improvements to the game experience in response to player feedback and the great community of players I'm lucky enough to be able to enjoy the game with — it all adds up to one of the most satisfying gaming experiences I've had for years. For those of you thinking of joining the fray when the PlayStation 4 version arrives in April, I look forward to showing you around Eorzea!

1525: Through the Maelstrom

Final Fantasy XIV gets its second major "big patch" next week, and my Free Company and I are looking forward to it a great deal. Like the previous big update A Realm Awoken, Through the Maelstrom, as it's known, not only adds a bunch of new content, but also some tweaks, refinements and additions to the game system as a whole.

Top of the priority list for many players is not any of this new content, however; it's a simple addition known as Glamours, otherwise known as the game's long-awaited vanity system.

For those unfamiliar, a vanity system in an MMO is pretty much what it sounds like: it's the opportunity to customise your character's appearance however you see fit rather than being restricted to the default appearance of the equipment you're wearing. There are pros and cons to both approaches: having gear with distinct appearances means that you can quickly and easily judge at a glance roughly what level (and class) a particular player is at, for example, but it does mean that everyone has something of a tendency to look the same, particularly at high level. Conversely, a vanity system allows players to look however they want at the expense of that visual shorthand that says "yes, I am an average item level 80 Black Mage ready for some hot Binding Coil of Bahamut action".

On balance, in a socially-centred game such as an MMO, the opportunity for players to express themselves as they see fit is probably the best in the long run. After all, an MMO character is an extension of yourself, your avatar in the virtual space, and something you've worked hard to develop over the course of many weeks and months — so why the hell shouldn't they look and dress how you'd like them to? There's nothing stopping you wearing the distinctive "uniform" of your class if you still want to, of course, but with the presence of a vanity system you can take that step away from the herd, too.

I haven't fully decided on the outfits for my various classes as yet, though my rough "theme" is that I want my character to look more feminine. (She is a lady, after all.) Mage gear in particular isn't terribly flattering, being all baggy robes, hoods and silly hats, so I'm contemplating a new black mage ensemble for her in the form of a slinky, sexy black dress (or, more accurately, skirt and top combo that looks a bit like a slinky, sexy black dress) and some dainty gloves, set off by a nice pair of shoes that don't look too ridiculous. I'm keeping an eye out for items that might fit the bill as I'm playing, and I have a feeling that the cloth "All Classes" items typically worn by crafters as they're levelling may just fit the bill nicely — though I'll probably stop short of the high-level ones that incorporate a garter belt on the outside of the incredibly snug skirt. Sexy, yes; impractical, uh, yes.

In short, yes, I have been thinking about Amarysse's new Eorzea Spring Collection far more than I perhaps should have been. And later in the week I'll be able to implement it, take her out into the dungeons and rack up the Player Commendations for my fetching ensembles. That or get a torrent of questions from people asking why I'm wearing crafting gear as a black mage. We'll see!

1468: Magick and Mend

Jan 25 -- WHMI'm just shy of level 49 on the White Mage class in Final Fantasy XIV, which means I'll more than likely hit 50 tomorrow, which in turn makes Final Fantasy XIV the first MMO that I've not only reached the level cap and done some endgame stuff, but also the first MMO in which I've reached the level cap more than once. Granted, once you've done it once, subsequent levelling is significantly quicker thanks to the "Armoury Bonus" mechanic — bonus experience points based on the difference between your current class' level and your highest class' level — but it still demands a significant amount of commitment and, as the complete-once quests around the world dry up, creativity and flexibility in terms of how you're going to level up 49 times.

This second run to 50 has been interesting for a number of reasons, firstly because it's involved playing the game in a completely different way. During my first runthrough, in which I took the Thaumaturgist/Black Mage class up to 50, I was following the game's "Main Scenario" questline, which takes you through a complete, authentically Final Fantasy story in the purest sense. And it's a resolutely old-school Final Fantasy, too, all about crystal-related mysticism, powerful ancient forces stirring to cause chaos and, of course, a cast of villains in memorable-looking but impractical armour that probably makes it impossible for them to go to the toilet without lacerating their genitals. It's also paced in such a way that aside from a slight "dry spell" in the mid-40s, it's always taking you to new places in the world and providing you with a bunch of sidequests to do — by the time you reach the grand finale, you'll be level 50 and have a thorough understanding of how your class works, and consequently should have little difficulty challenging the "final" eight-player dungeons and obliterating the Big Bad from the face of Eorzea.

Conversely, once you're done with all that, there's not quite the same narrative push to keep you earning XP and progressing — the game switches, for the most part, from being all about following a linear storyline to "living" in the game world and making your own fun to a certain extent. It takes on a much more freeform feeling — though there's still something of an "optimal" route to level up as quickly as possible — and provides fun of a different sort. There's also a lot more flexibility to take on your own personal challenges — I'm hoping to eventually collect all the unique sets of equipment from the various dungeons, for example, but this will require me to be a bit more organised than I currently am, clear out my bulging Armoury Chest and make some checklists. Soon. Soon.

As well as this shift in play style, playing a completely different type of class has been interesting, too. Ever since my first serious attempt at playing an MMO — World of Warcraft — I've largely focused on playing heavy damage dealers, usually mages or the local equivalent. While these roles are demanding in their own right — particularly later in the games, there's an expectation that you have a thorough understanding of your abilities and how to use them efficiently to inflict as much damage as possible in as short a time as possible — there's often not as much "responsibility" as comes with the other two important roles in a typical MMO party: the "tank" and the "healer". Consequently, when I came to Final Fantasy XIV, I wanted to start with something I was familiar with — and while Black Mage comes with its own unique mechanics that I haven't seen in an MMO before, it was still largely about flinging flamey things at bad things until they fall over.

Switching to Conjurer/White Mage, though, was truly interesting, and it becomes particularly clear how different it is to play a healer the moment you step into a dungeon. No longer are you concentrating on the enemies and queueing up devastating attacks; instead, you're focusing your attention for the most part on the little party window in the upper-left corner of the screen, and making use of your restorative abilities to ensure none of those numbers reach zero as much as you can. This is very easy early in the game — a lot easier than I was expecting, in fact — but becomes more challenging the more abilities you have available to you. By the time you're healing later dungeons, you're having to content with status effects (dispatched with a swift cast of the "Esuna" spell) and bosses that inflict damage on the whole party at once. You start having to prioritise your actions carefully — can the tank take a few more hits while you buff up the armour of the more squishy party members, or should you fling him a heal or two first? — and the responsibility of knowing that the fate of the party largely (though not completely in many cases) lies with you becomes more obvious.

I actually thought this experience would be terrifying — to be frank, I was worried I'd fuck it up and get yelled at by people who died as a result of my incompetent healing — but I've found myself enjoying the experience a great deal, and seemingly being quite good at it. I haven't yet been thrown into an eight-player dungeon — the first of those don't show up until you reach level 50 — and I'm a little nervous at the prospect since I'm not quite sure how two healers divide up the workload of healing a much larger party, but I'm sure I'll figure it out. Plus it's always nice to be useful, and healers are certainly that.

Anyway. Time for bed. It's been a pleasantly peaceful day today, and I can feel my head gradually getting back to whatever passes for "normal". Not quite perfect yet, but getting there.

1462: Filthy Lucre

lucreThere are many things that bug me about free-to-play games — specifically, those of the mobile and Facebook variety — but one of my biggest bugbears is the ability to purchase in-game currency. Frustratingly, this is an option that has transcended its free-to-play origins and is now starting to infest other types of game — including full-price retail games on the new consoles.

The ability to purchase currency is usually touted as a time-saving feature that eliminates the need for grinding. In some cases, it's simply that — an option. In others, it becomes abundantly clear before very long that the game's economy has been balanced on the assumption that most players probably will purchase in-game currency at some point, and consequently those who just want to play the game without having to get their credit card out every ten minutes can just go fuck themselves.

Now, in many ways, choice is a good thing. Not everyone has time to spend earning virtual money in games to achieve somethingorother. But does that mean they should have the option to spend real money in order to get ahead in the game? I'm not so sure.

You see, the second you put that option there, it devalues the efforts of those willing to put in the work to earn the money themselves. Why would you bother working for something if you can just throw money at it, effectively paying to not play the game?

The reason I bring this up is that my Free Company in Final Fantasy XIV has started saving up for a medium-sized plot of land on which to build a house for guild activities. We already have a small plot, but the shed-like house that fits on the small plots is already full to bursting with the furniture that the crafters have been churning out. Consequently, active members of the guild have been working together to earn money in order to purchase one of the larger plots, which allows you to build significantly larger houses.

This evening, we spent a couple of hours in a "spiritbonding party" — we grouped up together, equipped with items of jewelry that weren't part of our normal equipment loadout, and then proceeded to battle hordes of monsters until said pieces of jewelry were "spiritbonded" to us — a mechanic in Final Fantasy XIV that means you can then break the item of equipment down and turn it into "materia". Materia are items that can be socketed into pieces of equipment for various stat bonuses, and certain among them — particularly the better ones — sell for pretty high prices due to their usefulness in completing the high-level "A Relic Reborn" quest that culminates in a character acquiring their almost-best weapon.

As you may have surmised already, someone in the guild had the bright idea of mass-producing a bunch of these jewelry items, taking them to an area with enemies that respawned quickly, and then indulging in some mass Water Sprite genocide until we had all Spiritbonded with the items enough to turn them into materia. We could then sell the resulting materia and plough some (or all, depending on how generous we were feeling) of the profits into our fundraising efforts for the new house.

The point is, while the act of going through the spiritbonding process is rather tedious — it largely involves killing lots of things that you're way overpowered for — it was something that brought a lot of us together for an enjoyable time. The experience was meaningful, worthwhile and even fun for the fact we were working together on it, even though the actual things we were doing were pretty mindless. And, when each of us successfully and finally spiritbonded with the items we had equipped, there was a feeling of achievement; a feeling of achievement that amplified considerably when the little message popped up on screen some time later saying that the materia we created had sold for a respectable amount of money; a feeling of achievement that amplified even more when voluntarily donating some of our own in-game currency to the guild coffers.

Everything I've described above would have been utterly meaningless had the option to purchase currency been in there. Attaining the medium-sized house would have felt like a hollow victory, as we wouldn't have done it through our skill and dedication to the game — we'd have done it through how deep our collective pockets are. That carries no meaning in the game world; one of the nicest things about Final Fantasy XIV's land of Eorzea is that the real world never intrudes. There's no "cash shop", the game never once asks you for your credit card details — you set up your subscription before you start playing — and once you're in the virtual world, everything you do relates to the virtual world somehow. It's a highly immersive experience, and one of the best things about the game.

Drop in a "Buy Gil" button and that goes out of the window. When working hard to attain something challenging in the game that costs a lot of money, the thought would always be there: "I wonder if I should just pay up and get it instead." And sure, it's certainly nice in the short term to be able to buy your way to victory — but in the long run, it's much more satisfying to know that everything you've achieved is because you've put the effort in.

A bit like life, you know.

1454: Disciple of Magic

Jan 11 -- BLMI've now spent a decent amount of time with all three of Final Fantasy XIV's "Disciples of Magic" classes, and it's abundantly and pleasingly clear that all three of them play markedly differently from one another. Which is great! In a game where you can switch your class pretty much whenever you want to, having something to distinguish between all of them is extremely important. And while they all follow the same basic "hotbar and cooldowns" procedure as one another, their application is very different.

Thaumaturgist, which later becomes Black Mage, is the class I've spent the longest with, and I also find it one of the most fun to play. The core of playing this class involves managing your pool of magic points carefully, but not in the same way as mages typically work in RPGs — no, here Black Mages don't have a single stock of magic points and then they're done; by alternating casting ice spells and fire spells, Black Mages have a potentially limitless stock of magic points. Casting ice spells provides you with the "Umbral Ice" buff, which causes your magic points to regenerate quickly but your damage to be less; casting fire spells first cancels out Umbral Ice and then provides you with the "Astral Fire" buff, which increases your damage and the MP cost of your fire spells, but prevents your MP from regenerating altogether. Consequently, your "rotation" — the set of skills you cycle around by default — tends to involve casting Fire spells until you're low on MP, then casting Ice spells to regenerate, maybe throwing in a Thunder spell (which causes damage over time) while those precious MP are coming back.

Conjurer, which later becomes White Mage, meanwhile, is very different. For starters, it's primarily a healing class rather than a damage dealer, though it does have a number of offensive spells that can be surprisingly effective. Unlike Black Mage, White Mage has no means of quickly regenerating magic points, but to make up for this, its spells are a fraction of the cost to cast. This means that playing a White Mage skilfully involves again managing your stock of magic points — but this time around, bearing in mind that you only get one barful of them for a single fight. As a result, you often need to weigh up what your priorities are — can you afford to throw in a few offensive spells to support your damage dealers? Should you use lots of smaller Cure spells or a more powerful, more expensive higher level spell? Getting better at playing White Mage involves quickly understanding the overall party situation — you spend most of your time looking at the party information box in the corner of the screen rather than what's actually happening — and then responding to it appropriately. So far — up to level 30 — it's been reasonably straightforward, but I'm intrigued to see how different it is in the harder dungeons.

Then finally there's Arcanist, which I've just started playing, because I need to level it to 15 in order to turn Conjurer into White Mage. Arcanist is an interesting one because unlike the other classes in their current form, it can branch of in two different directions at high level — the healing-centric Scholar, or the more offensively-oriented Summoner. All have one thing in common, though; the ability to summon various creatures to support them in combat. As well as siccing your pet on enemies, you also have access to both offensive and defensive spells, including healing, buffs and debuffs. It looks like it has potential to be a complicated but rewarding class to play — and again, very distinct from what Black Mage and White Mage offer.

I haven't really done that much with the melee-based Disciple of War classes as yet, but I have little doubt that they'll be a similar way; I spent a bit of time with Pugilist (which later becomes Monk) in the beta test period, and this played a little like Thief/Rogue does in some other games — positioning becomes important, as you do better damage if you're hitting the enemy in the back rather than taking them head-on. I haven't tried Lancer/Dragoon at all yet, but I'm sure it's in my future.

My priorities in the game are kitting out my Black Mage as well as possible — it's the first class I levelled to 50, so it will probably always feel like my "main" — then get White Mage to 50, then experiment with Arcanist some more. I don't know how confident I'll be with high-level healing, but with supportive guildmates who have helped me through a lot of the game so far, I feel confident and safe giving it a go. But there's a way to go before I have to worry about that; 20 whole levels, in fact, and while they should shoot by more quickly than they did for Black Mage — FFXIV's "Armoury Bonus" system, whereby you gain more experience when you're levelling a new class, sees to that — it'll still be a while before endgame White Mage.

Listen to me. I had a feeling I was going to like Final Fantasy XIV when I first considered playing it, but I never thought I'd be as into it as I am. Great job, Square Enix.

1451: Learning to be a Better Virtual Person

Jan 8 -- FFXIVContemplating my time in the virtual realm of Eorzea so far, I feel that Final Fantasy XIV has had something of a positive effect on my mental wellbeing in a number of ways. I also acknowledge that it brings with it its own problems and considerations — primarily the fact that what is one of its best qualities — its inherently social nature — is also something that makes it compelling and addictive, and consequently distracts from other things. As with anything, it's all about finding a good balance.

But I don't want to focus too much on the less positive aspects of the experience because they're all things that can be solved with a degree of self-control and discipline. What I instead want to focus on is, as I mentioned at the beginning, the positive impact it's had on me.

I started playing Final Fantasy XIV's new version A Realm Reborn for several reasons: I'd been curious about it for a while, but had never played the much-maligned version 1.0; I'd enjoyed my time in Final Fantasy XI, but had never got that far; and someone I knew via a combination of Twitter, 1up and possibly some other places around the Web too invited me to come and play with a group of like-minded somewhat casual players who were in it to have fun rather than become the sort of people who run tightly-regimented raids and complain about "noobs".

When I fired up the closed beta version of the game, I was instantly smitten, and my love for the game only continued to deepen as the closed beta became open beta, and open beta became live service — with significant, noticeable improvements along the way. But what keeps me playing day after day is the fact that the people whom my friend invited me to come and play with have turned out to also be extremely pleasant virtual company — and while I don't know very much (or indeed anything) about their real-life selves in many cases, in the land of Eorzea I most certainly consider them to be friends.

The growth of these friendships has not only helped me from the simple perspective of making friends and having a reliable group of people to interact and play with every time I log on, but it's also helped me to build up my own confidence slowly and gradually.

As longtime readers will know, I struggle somewhat with social anxiety, particularly from an assertiveness perspective. Even when I'm among friends, family or other people I trust, I find it difficult to be truly assertive and say what I'm thinking or what I want. And indeed I often find myself acting the same way in online games — I find myself apologising in advance for messing things up, or not knowing how something works, or not being as familiar with the challenges ahead as more experienced players.

Over time with FFXIV, however, I've noticed myself changing somewhat. Whereas a month or two ago I'd respond to a guildmate's request for companions to take on a dungeon or boss fight with an "I'll come if you've got room for me" or "I'll come if you don't mind a newbie coming along" whereas now I feel a lot more confident in stepping forward right away without qualifiers. I've even stepped up and led my own expeditions into particular dungeons, or helped provide the impetus for a group excursion into more challenging content by expressing my desire to see it.

There was still the question of strangers to conquer, though. Final Fantasy XIV features a system called the Duty Finder whereby you can queue up to play the multiplayer content by yourself or with friends, then get matched up with other people to fill the spare slots in your party. For someone with anxiety issues about meeting new people and disappointing them, this is a daunting prospect, but again over time I've noticed myself changing. I've not only been happy to queue for the level 50 dungeons I now know quite well by myself, I've become more confident at stepping into the "Duty Roulette" option to challenge a random dungeon with a group of random strangers.

Not only that, but I've started experimenting with party roles other than my traditionally-held post of black mage — a damage-dealing class that specialises in standing back from the main melee, flinging spells, killing monsters and trying not to draw the attention of the more powerful enemies. No, while I still consider Black Mage to be my "main" class — largely because it's the one I've spent most time with, feel most attached to and have consequently kitted out the best — I've been having a lot of fun with playing as a healer, though I haven't yet got to the dungeons where it's a significant challenge to be the healer, and this evening I tried tanking for the first time.

Tanking is a particularly daunting prospect in a game like this because you become the de facto leader of the party. You're the one who goes up front; you're the one who starts fights; you're the one who's supposed to protect everyone else. The tank has important responsibilities — ensure you maintain the attention of the monsters, and don't die. A tank is generally expected to know what they're doing but, of course, everyone has to begin somewhere.

I'd levelled Final Fantasy XIV's "Gladiator" class to level 15 previously, which is the earliest point at which you can take on the game's multiplayer dungeons. But I'd never yet had the courage to step into a dungeon and lead one like a proper tank. The prospect was scary; I was worried about doing a bad job and getting yelled at by my fellow party members. And as such, I'd put it off.

This evening, however, I formed a party with my "real life" friend and board-gaming buddy James, who's recently started playing, and another guildmate who agreed to come along. That only left one slot for strangers, and that helped me feel a bit more confident about using our run through the game's first dungeon as a learning experience.

It didn't start well; I died at the first monster, but that was because James was busy figuring out important healer things like how to target me and how to cast curative magic on me, not himself. As we progressed through the dungeon, I felt myself getting the hang of what was expected of me — still hesitant and keen to get the advice of my comrades, but more confident about being the one standing at the front. By the time we reached the end and successfully beat the boss, I felt like I'd happily take on that challenge again — though I couldn't resist a quick apology to the lone stranger in our party — who was also something of a newbie, as it happened — for my "incompetence".

"It's cool," she said. "We made it through, and that's all that matters."

As any social anxiety sufferer will tell you, the reality of a situation that's been a considerable source of anxiety to you is rarely anything even a little bit like what you've built it up to be in your head. And that's something that Final Fantasy XIV is helping me remember more regularly.

1443: Death to the Chimera

It's another Final Fantasy XIV post, I'm afraid, but I feel compelled to share the experience I just had, as I think it's something that's going to stick with me for some time.

A bit of context, first, for those who don't play. My character is primarily a Black Mage, which is part of the group known as "DPS" (damage per second" or damage dealers. I don't have a lot of health, but my spells do hit hard and do a considerable amount of damage. When playing as a member of a party, I rely on the "tank" character to keep the enemies' attention off me, and occasionally the assistance of a healer to keep my health topped up if I do happen to get hit by something. For the most part, my responsibility is to avoid getting hit as much as possible, and to simultaneously ensure that I'm doing as much damage as possible.

I'm at level 50 on my Black Mage, which means I'm no longer gaining experience and have instead been gathering better and better equipment. My average item level is now 71, which is significantly stronger than where you are when you first hit 50 — though the effectiveness of all said equipment is scaled down accordingly if you happen to run a dungeon that's lower than level 50.

Which, as it happens, is exactly what I was doing earlier. I decided to run the dungeon Cutter's Cry, because I was well behind on my "Hunting Log" for the Immortal Flames Grand Company, and wanted to actually polish it off and make some progress. (In the game, your Hunting Log is a checklist of specific monsters to defeat, with rewards on offer for completing items on the list, and larger rewards on offer for completing a complete difficulty rank. The Grand Company is an organisation tied to one of the three main city-states in the game, and is effectively where your character pledges their allegiance to.)

Our run through Cutter's Cry didn't go as smoothly as it could have done. Our tank — the guy who stands at the front and gets hit, as well as the guy who generally leads jaunts through dungeons — wasn't especially skilled, and was having trouble maintaining the attention of monsters that really wanted to chomp on our healer's testicles. I spent a lot of the dungeon casting my Sleep spell to take a bit of the heat off the party and allow us to concentrate on a single monster at a time, and it overall seemed to work pretty well, with a few minor mishaps along the way.

We eventually reached the dungeon's boss monster Chimera, albeit with a different healer to the one we started with, who disconnected. Our first attempt failed miserably in a matter of seconds. The second, however, is where things got interesting and exciting.

It was going reasonably well for a while. We were doing decent damage to the Chimera, and the tank was successfully maintaining the attention of the enemy, allowing the party's Bard and I to pelt it from a distance with arrows and fireballs respectively.

Then something went horribly wrong. The tank didn't quite move far enough to get out of the path of one of the Chimera's special attacks, and hit the deck. The Bard followed shortly afterwards, leaving just me and the party's healer to deal with a by now very pissed off Chimera.

I thought this would almost inevitably be the end, but on a slightly selfish whim I decided to see what I could do. We'd already whittled the beast's health down to an amount that certainly looked doable, so I started alternating running away from it and flinging a few spells at it whenever it stopped to try and do one of its special attacks. The healer cottoned on quickly to what I was doing, and supported my efforts while the tank and Bard lay on the floor — the fight's too hectic to make raising party members practical, particularly if the tank's down.

The Chimera's health bar continued to deplete, and I somehow remained standing, successfully dodging each and every one of his special attacks and only occasionally taking damage from an occasional claw swipe. Meanwhile, I'd continue to electrocute him with my Thunder spells — which causes him to continually take small amounts of damage over a short period of time — and pelt him with fireballs whenever I had enough distance between us to make casting practical and safe-ish.

Finally, his health was into the "holy shit, are we actually going to pull this off?" territory — and conveniently, the party's Limit Break bar was fully charged at this point. (The Limit Break bar builds up gradually through combat, and any one party member can trigger it once it's charged high enough for a powerful special ability according to what class they are — in the case of Black Mage, it summons, as you might expect, a devastatingly destructive spell.)

"Limit Break!" called the party members. I was skeptical as to whether or not it would do enough damage, but I put some distance between the Chimera and I, waited for the perfect moment and then began casting.

The screen exploded in fire and my speakers erupted with the sounds of falling meteorites… and then there was a deafening screech as the beast collapsed to the floor and dissipated into a cloud of aether. The Chimera was down!

"Holy shit," said the fallen Bard afterwards as the healer helped him to his feet. "Good job."

I don't often like to toot my own horn, but in this case? Yeah, I have to agree.