#oneaday Day 742: Crash and burn

There is increasing talk of the video games industry staring down an honest-to-goodness crash — and this time around, unlike the notorious Great Global Video Game Crash of North America from 1983, it looks very much like it could be one that will happen across the world. All this said, I feel like, at this point, there is enough disparity between the bit that will be affected by it and the bit that will be able to continue on regardless for the latter to be able to survive comfortably.

dramatic fireball explosion with dark smoke
Photo by Edu Raw on Pexels.com

This will, in its own curious way, reflect what happened in 1983, where a significant portion of the game-playing world — the UK and Europe, notably — were blissfully unaware of the problems the broader games business were suffering, because they were enjoying the fruits of a thriving cottage games industry. Here in the UK, we had no idea a "crash" was happening across the pond because we were all cheerfully buying £1.99 Mastertronic tapes from our local corner shop.

Something's gotta give, though, because the relentless torrent of shit that is coming out from shareholder-beholden companies — particularly with regard to the odiousness that is generative AI — is completely unsustainable. And we've reached a point where all but the most ardent bootlickers are feeling more and more emboldened to criticise what's going on — though sadly this also coincides with a period where thousands of people are being laid off and games aren't actually getting any better.

Take this statement attributed to Sony, posted on Bluesky earlier today:

How AI evolves the PlayStation experience 

•	As AI lowers barriers to creation and increases the volume and diversity of content, the PlayStation platform and studios are expected to remain critical in delivering high quality experiences and helping players discover the right content in an increasingly crowded landscape. 
•	Within the studio business, AI powered tools are automating repetitive workflows and improving productivity across areas such as software development, quality assurance, 3D modeling, and animation, allowing production teams to focus on building richer worlds and gameplay experiences.
•	Across the platform business, AI is driving efficiency, personalization, and customer value at scale, while continued investments in AI and machine learning are expected to push visual fidelity forward and deliver higher quality player experiences.
•	Overall, AI is expected to unleash the creativity of Sony Interactive Entertainment’s studios, power a more curated and consumer-centric platform, and enhance the PlayStation experience, supported by its global player base, deep IP library, and integrated ecosystem.

This is a complete nothing of a statement! It says nothing! It gives precisely no examples of how AI "improves productivity", "drives efficiency, personalisation and customer value at scale" and "unleashes the creativity of Sony Interactive Entertainment's studios"! It is five paragraphs that explain nothing and say nothing, but which exist purely to, supposedly, placate shareholders who, apparently, have absolutely no functioning brain cells between them and desire nothing more than every stupid fucking company to follow every stupid fucking trend in existence, even when they are demonstrably, actively harmful and just plain shit!

I am mildly heartened that a number of developers are starting to speak up a bit more about this. There's a good piece on Aftermath on the subject, and another on gamesindustry.biz. There are still the annoying sycophants in every single comments section who all parrot the exact same lines about "the genie being out of the bottle" and "get used to AI or get left behind", but there is, I feel, increasing resistance to that side of things. A lot of smaller-scale developers are also making a good name for themselves by saying, out loud, and prominently, that they do not use generative AI at any point in their development process. Good!

The utterly dumbshit thing about corpos like Sony sucking Sam Altman and Wario Amodei's robophalluses is that there is not a single documented instance of a project involving generative AI being well-received by either press or public. I'm not even convinced that it's actually what shareholders want to see. The otherwise excellent Clair Obscur: Expedition 33 was soured for a lot of folks (including me) when it was found that they had used generative AI for "placeholder" (sure) assets, and likewise for the apparently also very good The Alters. New projects coming out that are revealed to be using generative AI are subject to mass shunnings and censure from press and public alike — and rightly so. It is starting to feel less and less desirable to have any involvement whatsoever in the top end of today's games industry — a once-exciting, vibrant place — and more and more understandable when people choose to focus their time and attention on both small, independent projects and retro titles.

On top of that, the very generative AI that all these shareholder-appeasing corpos are rushing to use for no real specified purpose is becoming increasingly responsible for pricing people out of games and tech! No good having "volume and diversity of content" (ugh) if no-one can fucking afford the devices to play it on, is there?

All this can easily be avoided! We have been making games for a very long time without the use of a glorified Autocorrect trained on stolen data! I find it near-impossible to believe that every game developer has suddenly completely forgotten how to do things the way we've been doing them for many years at this point, just because you can tell "Claude" to churn you out some spaghetti code using conversational English. And yet. And yet.

I don't know exactly what a "crash" is going to look like in this instance, but I feel like it's not going to be pretty — and the potential knock-on effects concern me somewhat. Like, if games consoles go away — and with the current tech pricing situation, that's a real risk — what does that then mean for people who like to collect games, and for the long-term archival of games using physical media? There are so many potentially terrible things that could happen that I don't feel like the world of video games has adequately prepared for, and it's really quite worrying.

Still, if the worst comes to the worst, I have shelves full of games, many of which are complete-on-disc or complete-on-cart, and a fully-loaded MiSTer. I could, at this point, duck out of "modern gaming" at any time — and with each passing month, it feels more and more like I might end up doing that.

To pre-empt the inevitable comments from weirdly aggressive generative AI-boosting corpo bootlickers: fuck off; you are not welcome here, if the above doesn't make that abundantly clear already, and your comments will just be deleted, so you may as well just not bother. Hope that helps!


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#oneaday Day 739: Occupying yourself while your life is on hold

If you're anything like me, when you encounter a period of great uncertainty or emotional turmoil in your life, it can feel like your brain has pressed a big old "pause" button, making it near-impossible to even contemplate going about your life as normal. Your job feels like the least important thing in the world, you feel like interacting with people in the way you usually would is the most tiring and difficult thing imaginable, and it somehow feels "wrong" to simply continue on with the things that you were doing prior to the aforementioned period of great uncertainty or emotional turmoil.

This is, inevitably, not particularly convenient or helpful, either for yourself or for people who are, for one reason or another, depending on you and your input into various aspects of their own lives, be it personal, professional or a bit of both. I unfortunately do not have a good answer for how to just "get over it" at times like this, since, as you have probably noticed from recent posts, I am slap bang in the middle of one such period right now. And I will doubtless continue to be so for quite some time. I apologise in advance to anyone I don't reply to, am rude to, have no patience for or for whom I am unable to complete a requested task. It's not you, it's very much me, but I do at least hope you have some understanding for what I am contending with.

One of the things I find most difficult about times like this is, as I talked about the other day, getting other people to understand the sheer depth of the things you are feeling, and how all-encompassing they can feel. I feel like not everyone's brain presses that big tempting "pause" button when something like this happens; some folks can, I suspect, handle things a lot better than I can. Or, no, that's perhaps not fair to myself. Some folks, I suspect, handle things differently to how I do. Regardless of self-deprecation, I envy them somewhat; the way in which they can allow their life to continue moving forward during times of great uncertainty and emotional turmoil.

Or perhaps they're just better at hiding it than I am. Perhaps they're feeling exactly the same as I do in private, but are better at "masking" the way they feel when they are around others. Putting on a brave face, stiff upper lip, that sort of thing — but breaking down in tears when they're off the clock, staring into space, feeling despair at simply not knowing what to do or how to feel.

At times like this, as I say, it can be difficult to engage with the things that would normally bring you joy, because sometimes it can feel like taking hold of a feeling of transient joy is somehow "wrong" or "disrespectful" to the thing you are uncertain, upset, sad or angry about — even if you know that it's a momentary distraction that you probably need for the sake of your own mental health. The other side of this is that when you're experiencing those feelings of great uncertainty and emotional turmoil, it can simply be difficult to focus on something that, under normal circumstances, would bring you joy, but requires a certain amount of concentration and engagement.

This is an exceedingly long-winded way of saying that I have not gone back to Final Fantasy XI since Oliver's disappearance, despite the fact that it was bringing me great joy, and would probably be an excellent distraction right now. But it just doesn't feel quite right to be going back to that just yet, which is what led me to reach for something from my shelf this evening that does not particularly require continuous concentration, focus and engagement — or, perhaps more accurately, demands a different kind of continuous concentration, focus and engagement; a kind that, when your brain is all a-churnin' with great uncertainty and emotional turmoil, you can still get along with.

For me, this is where video games that are entirely mechanics-focused come in. I am generally someone who prefers playing things with strong stories, but there are times when something that is pure mechanics is exactly what the doctor ordered. These types of experiences demand a different kind of focus to works that want you to concentrate on narrative, themes and characterisation, and they can make excellent distractions from periods of great uncertainty and emotional turmoil.

The absolute ideal form of this type of experience is something that, when you reach a "fail" state, you can jump right back into with minimal fuss, ad infinitum if necessary. In technical video game terms, the best implementation of this is a game where, when you hit a "Game Over" or equivalent, you can just press a button and be immediately playing again, ideally without any waiting around for load times or anything like that.

This evening, I have been playing some of the Atari Recharged games, which fit the bill perfectly for this sort of thing. I've had lovely boxed versions of these on my shelves for ages, but still haven't yet got around to exploring all of them fully. This evening, I have been playing Asteroids Recharged and Breakout Recharged, and they have very much been having the desired effect.

For the unfamiliar, the Atari Recharged games are modern reimaginings of classic Atari arcade games. The ones I have played all have the same structure: they have an infinite "arcade" mode, where you simply play to survive as long as possible and attain a high score, and a "challenge" mode, which consists of a large number of predefined, standalone, self-contained levels, each of which challenges you to accomplish a particular objective, often under difficult circumstances.

Both of these are excellent for calming the storm of a turbulent mind, as both function as I describe above: they demand concentration and focus without having to engage the part of your brain that deals with pesky things like words, subtext, narrative themes and characterisation, and they allow you to quickly and easily try again if you mess up. And you will mess up a lot more than you win — particularly in the arcade mode, where there is literally no way to win other than beating your own high scores, or those of people you have set your sights on from the online leaderboards.

In a way, they are "mindless", but I don't mean that in a denigratory way. There's something primal and instinctual that happens to you when you play games like this, and it leaves no room for abstract emotions. You'll feel enjoyment, satisfaction, frustration and even anger, but allow yourself to become one with the experience and you will, at least for an hour or two, forget about those feelings of great uncertainty and emotional turmoil.

It is important to give yourself an escape hatch; a lifeline. When your brain decides to put your life on pause, it often isn't healthy. It might cause you to not take as good care of yourself as you should. You might not eat properly. You might find yourself pushing away people who want to help — or at the very least want you to open up about what's wrong. It can be easy to immerse yourself in those feelings of great uncertainty and emotional turmoil; an all-encompassing, opaque black bubble of misery from which it can be very difficult to escape if you allow it to form completely.

So take those moments, as little and fleeting as they might be, and step out of that darkness for a moment. It's not a betrayal of the things you are upset about; it is allowing yourself a moment's peace, preventing you from being consumed completely, and perhaps giving you the strength to be able to pull yourself out of the mire, little by little.


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#oneaday Day 717: Putting down the Zilart

I have finally beaten both Final Fantasy XI's base story and its first expansion, Rise of the Zilart, which was released alongside the game when it first came west. This means that I have, at last, beaten the entirety of what most people seem to regard as "the original Final Fantasy XI story", since most folks seem to consider Rise of the Zilart the actual conclusion to the story that begins when you start playing the game.

It's been a lot of fun thus far. I'm about 80 hours deep into the game, and I haven't really felt particularly "roadblocked" at any point. There have been two separate occasions where I have had help from higher-level players — once to open the "Three Mage Gate" I mentioned a few posts back, and once to help me with the fight against Siren as part of the Rhapsodies of Vana'diel series of missions that run parallel to all the main stories — but for the most part, I have successfully beaten and bashed my way through the game as a solo player using the computer-controlled "Trust" party members.

I thought I had reached a roadblock towards the end of the Rise of the Zilart storyline where you are presented with a chain of five difficult boss battles, and I was having real difficulty with a couple of them. As I'm playing a Warrior, I have been working on the assumption that I should be the main "tank", you see, and thus trying my best to ensure all enemies fixate their attention on my while my Trusts repeatedly punch them in the buttocks. This is, after all, the way things are in Final Fantasy XIV, even though mechanically the two games are otherwise quite different.

However, what I discovered in these difficult fights (the "Ark Angels" fights, to any FFXI veterans) is that being the sole human player and the main tank is not always desirable. Y'see, some high-level enemies have the ability to Charm you, and when that happens all your Trusts get unsummoned and the fight effectively resets. It's an instant "kill", in other words, and I really thought this was going to roadblock me.

Then I thought about things a bit, and wondered what might happen if I let one of the Trusts handle the tanking instead. Wouldn't you know it, those fights suddenly went much more smoothly. I could keep dealing damage — which, besides tanking, is the other thing FFXI Warrior is good at — while Trust-y Valaineral the Paladin took the brunt of everything the boss threw at a single target, including that pesky Charm. And, because I also had Kupipi the White Mage and King Of Hearts the Red Mage in my party, they cleansed that status off him pretty quickly. I only really came close to failing in one of the fights, where everyone got Silenced and Valaineral got knocked down because no-one could heal him. Thankfully, this happened late enough in the fight that the remaining party members, including me, were able to finish the job.

By contrast, the actual final boss of Rise of the Zilart was very easy indeed. Granted, I was probably a few levels higher than "intended" for this encounter — Final Fantasy XI isn't particularly rigorous about locking stuff to particular level restrictions, particularly in the main story sequences — but it was still pretty straightforward. Fun, though; it was satisfying to finally bring down a "big bad" who had been taunting me for some time.

Now I'm on to the Chains of Promathia expansion, which a lot of longtime players seem to think is one of the best bits. It makes the curious decision to base the early hours of its story around the level 30 mark, rather than assuming you would be at the level you're probably at around the conclusion of Rise of the Zilart — 75+ — but I assume that things ramp up pretty quickly, as the official "content guide" on the Final Fantasy XI website recommends the expansion as an activity for level 75+ players.

I'm really glad I've done this! I'm going to write a big, detailed article about my experiences over on MoeGamer when I'm finally done with everything I want to do in the game, but for now, my feelings are that, in terms of gameplay, progression and a general sense of adventure, this is actually one of the very best Final Fantasy games. Yes, it is the very epitome of a "guide dang-it" game, in which you will almost certainly not get very far without looking some stuff up, but the moment-to-moment gameplay, the overall sense of progression and the fact that it feels like a Final Fantasy game, arguably a lot more so than XIV, has really left me with a big grin on my face. I'm looking forward to seeing what the rest of the game has to offer.

I have played pretty much all day, though, so I should probably stop for now, though, right? Probably…


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#oneaday Day 715: Fuck Valnet

My distaste for groups like Valnet and GAMURS is hopefully well-established by this point, but today there's a whole new disgusting chapter to the sorry saga that, so far, has resulted in an almost entirely non-functional games press in 2026. According to Lex Luddy of startmenu, Valnet has just issued new contracts to writers on TheGamer (a site which Valnet had already gutted of its main features staff) saying that they will not get paid unless their articles reach a minimum viewership threshold. As Luddy points out, the remaining staff at TheGamer — and indeed across Valnet — already had pay that was tied to overall article performance, but this new step provides a hard cutoff on whether or not they get paid at all, based on viewership.

man in gloves sitting with hands on face over laptop
Photo by Never Dull Studio on Pexels.com

This is, I won't beat around the bush, disgusting. Tying pay to article performance is already a shitty thing to do, but to withhold pay completely based on view counts is outright exploitative. And it's not as if writers on Valnet sites are getting paid fairly anyway.

As several people replying to Luddy on that Bluesky thread pointed out, this has been a longstanding problem with online media in general. It should be the writers' responsibility to produce the material, and it should be the people running the website from a business perspective's responsibility to promote that material and ensure it gets read.

Unfortunately, for a long time now, writers have been forced into a position where they have to write provocative, baiting articles in the hope that they will get clicks, because the people running the sites seemingly just… don't do anything other than lay people off. And, of course, bring generative AI into the picture, because this type of Business Idiot has no understanding whatsoever of how the actual audience has zero desire to read AI-generated content, instead believing that because generative AI is fashionable and responsible for billions of dollars of imaginary money being thrown around, they might be able to get a piece of that pie by enshittifying their website.

And the really stupid thing is that you never can predict what is going to spread across the Web and "do well" if it's left up to the writers. There is no magic formula that says "IF you write an article like this, THEN it will always succeed". There are manipulative tactics — like clickbait and ragebait — that sometimes work, but more and more people are wise to them today, and refuse to share material that falls into that category. Video game enthusiasts are some of the most online-savvy people out there for the most part, so resorting to these tactics is declining in effectiveness as time goes on.

What does seem to work — to an extent, at least — is having someone who is responsible for making sure those articles get seen: advertising the website. Effective use of a dedicated social media manager is why longstanding sites like IGN and Eurogamer are still just about hanging in there, but they are the last few remaining holdouts of a once vibrant and thriving media sector — and they have their own issues. IGN, for example, is currently butting heads with its Creators' Guild union over fair pay rises in line with inflation, and Eurogamer cut its editorial staff considerably a while back.

Once again, I have to say that I am baffled by this. Video games, as a creative sector, are bigger than they have ever been, with a broader, more diverse range of releases than ever before. So why are we, collectively, apparently completely incapable of sustaining an enthusiast press?

Moreover, retro gaming is more accessible than ever before, too, meaning that there is a worthwhile place for some retro-centric sites to spring up and do a good job of covering classic gaming material — but so far, we've seen very few outlets even attempt to step into this space, with only Time Extension online and Retro Gamer in print coming to mind outside of the unpaid (or at least non-commercial) enthusiast blog sector.

The usual answer to this is "b-but YouTubers and streamers!" and I'm sorry, I don't buy it. YouTubers and streamers have a place in the modern media landscape, sure, but they fulfil a completely different function to a traditional press — and moreover, they demand a completely different sort of attention to written material. And if you've ever accused a traditional press outlet of "paid reviews", then I have some unfortunate news to tell you about a widespread concept known as "influencer marketing".

I am sad about all this! I spent a significant portion of my life looking at my brother with intense admiration for his role in helping to shape the games press in its prime, both in print and online, and hoping that I would one day be able to follow in his footsteps! And yet, by the time I did manage to get a meaningful foothold, things were already starting to collapse. I was, somehow, too late — and I am having great difficulty understanding why, because it's not as if video games have gone anywhere. One would think with the sheer number of the bloody things being released pretty much every day at this point, a functional games press would be a desirable thing to have. And by "functional", I mean "one with full-time employees who get paid a fair salary on which they can live, enjoy the medium that they have chosen to specialise in and be able to have a good work-life balance".

And yet here we are. I despair sometimes, I really do.


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#oneaday Day 704: Vana'diel progress report

I am pleased to report that I have reached level 50 in Final Fantasy XI. This is not the level cap, but it is a significant milestone, as it was, I believe, the original level cap when the game first released. As time went on and various expansions released, players got the opportunity to increase their personal level cap in increments of 5 levels at a time, though each one of these milestones requires you to complete a tricky and/or time-consuming quest. I'm in the middle of one of those now, which will allow me to level up to 55 when I'm done.

I'm enjoying the game a lot, though my desire to attempt it without a guide was a foolhardy endeavour. Final Fantasy XI was always designed with "community" in mind, and built on the assumption that said community would share information with one another and help each other out, and as such there are a lot of things it just doesn't tell you. It's a lot better in this regard than it used to be, primarily thanks to the "Records of Eminence" feature, which gives you a series of objectives to accomplish that can guide your progression, but you'll still often be given a mission that tells you to go to a particular zone and find something in that zone, with absolutely no indication whatsoever of exactly whereabouts in that zone the thing is to be found. There is no minimap and no quest marker feature in Final Fantasy XI, so you're either off to find a needle in a haystack yourself, or consult the community (which now, of course, also includes comprehensive wikis) and be able to focus your efforts a bit more.

There are still one or two roadblocks that require actual interaction with a human being. One of the missions for Windurst requires that you get through a door called the "Sealed Portal", which is colloquially known by the community as "Three Mage Gate". The reason for this is that the originally intended method of opening this door was to gather a party containing a white mage, a black mage and a red mage and get them to stand on the appropriate marks on the floor, which would open the door. This was subsequently updated to only require someone with the "Portal Charm" key item — which, naturally, you get just after the mission in which you would first need it — to make things marginally easier and less dependent on wrangling an entire group.

These aspects aside, though, the game has been eminently soloable so far, thanks to the Trust system. You're given some decent Trusts right from the get-go, and more are unlockable quite easily. There are some borderline overpowered ones available without too much difficulty, too, but with the number you get to add to your arsenal very quickly, you can pretty much build a party however you like to play, and use the characters you find most appealing. My only slight beef with the system is a narrative one; many of the Trusts you get early on are characters that you probably won't have met yet, and this makes it tricky to feel a sense of attachment to them. Because, in the context of Final Fantasy XI's story, Trust magic is dependent on you having a strong bond with a particular person, this feels a bit dissonant, but you soon learn to deal with it — and after a while, you'll be able to get together a party that feels like it consists entirely of "story" characters anyway.

It's definitely a very different sort of game to Final Fantasy XIV. It's not actually turn-based, but with its pacing it might as well be. It's not a game where you attacking requires you to be constantly pressing buttons to unleash combos, unlike its follow-up; instead, it's more about equipping your character well, ensuring they have good training in the skills they need to succeed at the challenges ahead of them, and approaching combat encounters carefully and thoughtfully. Sure, you "do less" on a moment-to-moment basis, but it's a different kind of satisfying to successfully clearing difficult encounters in Final Fantasy XIV; it's less about skill with the buttons and more about traditional RPG-style number crunching. I'm not saying either way is "better" — both games are very good at what they do — but it is interesting to note quite how different they are from one another now I'm deeper into XI than I've ever been.

My next big milestones for Final Fantasy XI will be breaking a couple of level cap barriers, and then completing the base story from the original game, which culminates in a big fight against the dreaded Shadow Lord. There's still a lot to do after that, though, and most folks seem to agree that things start getting really good story-wise after you've got through the base game's material. I'm looking forward to it — and at the rate I'm going, I should be getting through it at a decent pace, too.

I'm glad I finally decided to do this. Final Fantasy XI has kind of been a "white whale" for me in terms of completion, so I knew I just had to make the time to play it and do it properly. Now that I'm doing that, I'm having a really good time. I doubt I'll get too hardcore into its "endgame" stuff — my main priority is to beat the story, and after that I will probably return to XIV — but there is plenty to do just on the journey from 1 to 99. And that's absolutely fine with me!


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#oneaday Day 699: Final Fantasy XI and the art of patience

As… promised? threatened? recently, I've started playing Final Fantasy XI again. And I am reminded, once again, for the umpteenth time, that I really like this game, particularly in its current form. I'm sure there are plenty out there who will bemoan how "dumbed down" its 2026 incarnation is compared to what it was like 20 years ago, but man, c'mon. You can play most stuff solo now; some might say that misses the point of an MMO, but there's still a markedly different vibe existing in a world knowing there are other players around. You see other people going about their business; you participate in the economy; you contribute to asynchronous team activities.

I am also reminded that Final Fantasy XI is not a game for everyone. Specifically, it is not a game for the impatient, because there is a lot to do, and it takes quite a long time to do pretty much anything… except level up, now, which goes at a significantly more brisk pace than it did the first time I played it all those years ago.

But we're talking about a game where the ability to run slightly faster than normal is dependent on someone completing a long and difficult quest, it rolling a random chance of the "Swift Shoes" effect coming up, and then you healing to full and having a nice sit down for a couple of minutes to "charge" the slightly-faster-than-normal movement speed — which, of course, immediately fades away the moment you either attack something or get attacked.

We're also talking about a game whose original implementation of "fast travel" required you to fight your way to a huge "crag" two zones away from your starting city and collect a crystal from it, all for the privilege of being able to teleport an inconveniently long distance away from any of the game's towns.

We're talking about a game where, when you want to cross the sea, you have to physically stand and wait for a ship, and when you're on the ship, you have to wait for the voyage to complete. (Sometimes monsters attack. A lot of the time you just have to enjoy the ride.)

If those descriptions make you smile, even a little bit, you are probably someone who will enjoy Final Fantasy XI.

The fact the game demands so much patience makes it feel very rewarding, though. When you achieve something, you feel like you've bloody well earned it. This is not a game where you are a super-special Warrior of Light pretty much from the get-go; this is a game where you are a relatively normal person — albeit one with, arguably, extraordinary combat abilities compared to your "peers" among the NPCs — just trying to make their way in the world. Make a bit of cash, get a bit of training in, visit some new places.

It's this rather open-ended feel that I really like about Final Fantasy XI. In many ways, it feels like a very pure reflection of what I call the old "world RPG" formula exemplified by titles like the early Ultima games. There is a long-term goal to go and complete, but the vast majority of your playtime will be spent doing rather freeform activities to build up your character in a way that you see fit.

Some of the best things that have been added to Final Fantasy XI since its original release are designed to make it more than just grinding monsters for hours at a time. The "Records of Eminence" quests do a great job of giving you things to do and acting as a sort of guide to what it is possible to do in the game, without having to spend half your playtime looking at a wiki. The "Field Guide" and "Grounds Tome" books at the entrances to field and dungeon areas respectively provide you with focused sets of monster targets to down in exchange for generous experience bonuses. And of course there's plenty of quests, the main storyline missions and, once you get later into the game, lots and lots of side activities. I don't yet know how "important" some of these things are — or indeed what 90% of them are at this point — but I'm intrigued to find out.

Thus far I'm up to level 25 on the job I started with — Warrior this time around — and I'm levelling Monk as a subjob for now. I'm on the "rank 2" missions for my home nation, and making good progress. I've also kicked off the Rhapsodies of Vana'diel storyline that was added much later than the other main stories, and acts as another kind of "guide" through what the game offers, with its own narrative to follow — and plenty of extremely helpful benefits as rewards along the way.

I'm enjoying myself a lot. I don't know how long it's going to take me to get through the various storylines, but levelling has been going at a brisk pace, and I'm feeling good about how things are going so far. I'm looking forward to finally doing things like taking down the Shadow Lord, which I've never done before, and particularly getting into the well-regarded Chains of Promathia expansion storyline, which longstanding FFXI players have been banging on about the quality of for years.

So yeah. It's a good time. You just need patience. And if there's one thing I have developed over the years, it is a very strong sense of patience.


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#oneaday Day 698: Star Fox is back... again!

Nintendo surprised everyone with an out-of-the-blue Star Fox Direct earlier today, announcing a reboot of Star Fox for Switch 2. This is, I think, the third time they've "redone" the original Star Fox at this point, as it went Star Fox/Starwing (SNES), Star Fox 64/Lylat Wars (N64), Star Fox Zero (Wii U) and now this, which, in the tradition of all good reboots, is just called the name of the original thing it's rebooting. Star Fox. At least it won't be confusing in Europe.

I love Star Fox. It's probably one of my favourite Nintendo series. Specifically, I love the Super NES original, because while it's perhaps not the most technically impressive game when looking back on it retrospectively, it's still a great game that I enjoy a lot — and it has an amazing soundtrack. I rate the original Star Fox's soundtrack light years ahead of its 64-bit counterpart, because Star Fox 64 hailed from that age where Nintendo games had music that was beautifully composed, but played back on one of the worst MIDI synths a console has ever had. The new one takes what sounds like the music from Star Fox 64 and fully orchestrates it, which is just lovely.

The new game looks like it's going to be mostly keeping to Star Fox's roots as an arcade-style game with a level-based structure, and branching paths through the complete sequence of levels depending on the things you do and your overall performance. I'm interested to see how this will be received in the modern age, since the vast majority of big-budget games that come out today are designed to be huge, sprawling timesinks that take hundreds of hours for a single playthrough. Making a game that is short but highly replayable feels like it's a ballsy thing to do these days — and it really shouldn't, but it does.

It does look like the new Star Fox will be highly replayable, too. As well as the main story mode with its branching paths, it looks like there's a "Challenge" mode where you play a single level and attempt to complete specific objectives in it. This could either be great fun or extremely annoying, but I think it's the right decision to separate it out into its own mode rather than integrate it into the main story.

There's also what looks like a really fun multiplayer mode, too, with 4v4 battles between Star Fox and Star Wolf. It doesn't look like any of the three modes on offer are a simple deathmatch, either; there are different objectives to complete on each one, which will reward fancy flying as well as keeping the enemy off your back.

All in all, I'm excited and pleased to see Star Fox get yet another chance. Part of me wishes they'd let the story, such as it is, move on a bit instead of continually remaking the same one over and over again, but ultimately this is a gameplay-centric experience — at least previous installments have been — and so the reason you're blasting everything out of the sky doesn't matter too much. It does look like the whole thing is much more "cinematic" now thanks to the advances in technology we've seen over the last few console generations. It's nice to see Fox and company be able to chat with one another as fully modelled characters rather than just avatars chattering away during gameplay.

So I guess that's a Switch 2 game I'll be adding to my library when it arrives, although if it's on a Game Key Card, we are going to have words, Nintendo.


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#oneaday Day 696: The missing day

I apparently missed yesterday! Whoops. Oh well. It was a bank holiday. Let's just say I was having the day off. Better yet, let me point you in the direction of something I did write yesterday, which was a thorough write-up of Capcom's Pragmata.

And then indulge me while I write two things today, because I feel like I "should". I'm just like that. Also I have just reinstalled Final Fantasy XI and it has to go through its whole many-hours patching process, so I may as well do something to fill the time.

I've decided to give Final Fantasy XI another honest go because I've always enjoyed it when I've played it in the past, I have been wanting to play through its story for more than 20 years (and there's a lot more of it now than when I first wanted to play it!) and I'm sort of "between games" right now. This time around, I want to make a proper effort to get through the main scenario. I know there's a lot of other stuff in Final Fantasy XI, but we'll see if I feel the need to jump into any of that as I work my way through; my priority is just seeing what the main storylines are.

The reason I say this is because I've pretty much made a decision: I'm going to head back into Final Fantasy XIV at some point before the new expansion drops — likely when the new "Beastmaster" job is added in the next main "part" of the Dawntrail finale patch, which is looking like July. Before that happens, I'd like to have had a good crack at Final Fantasy XI, so I'm going to treat it as my "main" game for the immediate future. I think it's going to be interesting — particularly as, for several years now, the game has been in a state where much of it is eminently soloable thanks to the fact you can bring recruitable NPC "Trusts" along with you for pretty much everything in the game, not just instanced dungeons like in Final Fantasy XIV.

As I say, I don't know how much into the weeds I'm going to get, because my main priorities are 1) getting to the level cap of 99 and 2) getting through the main storylines of the base game and all the expansions. The two will likely intertwine somewhat, and gearing up, particularly once at level 99, will likely involve dipping into some of the activities outside of the main story, but we'll see. I'm going to try and minimise guide usage as much as possible, too, because I think that will be much more interesting. I'm also curious to see if it's even possible to play that way — and if it isn't, well, there are 20+ years worth of FAQs, wikis and all manner of other resources out there to follow along with.

I'm excited! I'm also aware that I've fallen off Final Fantasy XI multiple times in the past, not because I wasn't enjoying it, but because something else came along that occupied my attention. Hopefully that won't happen this time around — because I'm increasingly conscious that, because of the game's age, there is likely only so much more time I have to be able to actually do this quest.

So Vana'Diel awaits! In about two hours' time, according to the PlayOnline Viewer, anyway. So how should I occupy myself in the meantime… hmmm?


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#oneaday Day 693: Another one bites the dust

It seems another gaming outlet has bitten the dust — in this case, the gaming part of The A.V. Club, which at various points has been part of Paste Magazine, a standalone site called Endless Mode and perhaps some other incarnations before that. (And no, I will never call them a "vertical"; we all took the piss out of Polygon being called a "vertical" when it was first announced and I have no intention of stopping now.)

Explosion!

At this point, I'm not even surprised any more. The broad concept that is "the video games media" is almost completely gutted at this point, with only a few sites still holding on. IGN and Gamespot still exist; Polygon still (kind of) exists; smaller, platform-centric sites like Push Square and NintendoLife still exist; and Kotaku has come back from the "dead" more times than I can count at this point.

I find myself pondering a few things about the whole situation. First of all, given that gaming is bigger than ever, how on Earth are we unable to sustain a specialist media sector focusing on it? Someone on Bluesky suggested it was because a significant number of the people who "play games" are little more than "content consumers", just "consuming" the latest thing that comes along and then banishing it from their mind; not taking the medium seriously as an art form, in other words. There's certainly an element of that, but I don't buy that it's a satisfactory explanation for what has been going on with the media over the course of the last few years.

Perhaps it's some sites discovering that certain "types" of games journalism just don't work? Those of you of a certain age will probably remember discussions over "New Games Journalism" and the question of whether we would ever have a "Lester Bangs of Games Journalism". These discussions were happening back in the late '00s, and centred around the idea of games journalism and criticism in particular moving away from the bog-standard news, preview, review, guide format in favour of something that was more… experiential, I guess you'd call it. Treating games more akin to how literary and artistic criticism treats other, more well-established art forms. "Telling the stories of the people behind the games", all that sort of thing. Things that look like they might be admirable when you look at them as part of a mission statement.

Thing is, I'm not sure that's what the readers want. The one thing you might notice about all the sites that have managed to survive for decades at this point is that they are, for the most part, still beholden to the same old news, preview, review, guide cycle that has been in place since the days of print. And my theory is that this is, as stale as it might be, what people still want from games journalism. "The stories of the people behind your favourite games" can be interesting, but when all a lot of people want to know is whether or not Pragmata is any good, I feel like those articles — which often take a hell of a lot of research, networking and general access to their subjects — may not be entirely sustainable, particularly on a site that needs to keep the lights on through ad revenue.

I'm not saying this is a particularly desirable situation. The overreliance on ads has lead to the "guideslop" era we're in at the moment, where every game that looks even vaguely likely to attract a few clicks gets three thousand pieces of "guide content", each one focusing on a single hyper-specific thing about the game in question, rather than a single, quality, well-crafted walkthrough. This is a load of old shit; there are a lot of writers who could be doing much more interesting work stuck on the guides beat, and I'm very much willing to bet they are some of the hardest working but lowest paid people in the business.

But I think back to old games magazines and why I enjoy reading them, and it's because each of them captures a moment in time. Times when we were excited for games that we knew the name of, but very little else about besides a couple of tiny, fuzzy screenshots; I think some mags got pretty much a full year of news stories out of two "Zelda 64" screenshots back in the day. Times when we were excited for the new possibilities that seemingly mind-blowing new platforms would offer us — and then the crushing disappointment when they turned out to not be that good after all. (Philips CD-i and 3DO say hello.) Times when an amazing new game would be the cover star of a magazine and turn out to be even better than we had ever hoped for — or in some cases, catastrophically bad.

I'm not sure sites writing about labour conditions in the industry, unions and quarterly financial results are really what gaming enthusiasts want from the press that supposedly represents them. I know it's certainly not what I'm particularly interested in.

I don't really read any gaming sites any more, and I often ask myself why that is. There are still quite a few out there doing good work, and there's a decent amount of diversity in the types of coverage out there, still… at the moment, anyway. I'm just not sure some of it is sustainable in the long term, and I wonder if a desire to focus on that unsustainable stuff just because it seems like "the right thing to do" — which it very much is in many cases — is what has got the games media as a whole into the messy position it's in today.

So what's the answer? I have no idea, really. In my ideal world, we'd go back to reading magazines every month, but despite the fact some magazines do still exist in print — I recently resubscribed to Retro Gamer, for one — it seems that is perceived as even more unsustainable than everything I've described above.

As someone who, as a young 'un, wanted nothing more than to follow his brother's footsteps into video games media, it's extremely sad to see all this happen. But I'm also kind of glad that I'm no longer directly in that space, because it seems like a hell of a bad time to be a video game specialist writer right now.


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#oneaday Day 689: Do I return...?

I won't lie, after pretty much falling off Final Fantasy XIV post-Dawntrail, I haven't really felt in any great hurry to return. Not because I didn't enjoy Dawntrail, mind — in fact, I enjoyed it very much! — but rather because I felt like it was getting increasingly difficult to juggle Final Fantasy XIV and the ability to play anything else at the same time.

However, the recent news that has come out about the upcoming expansion, Evercold, has me thinking that I might return. There are a few reasons for this.

First and foremost is the social angle. I like the people that I used to play with. It would be fun to be able to hang out with them again. There are also people I know who are vaguely interested in giving Final Fantasy XIV a go, and shortly the legendary Free Trial will be adding everything up to and including the Shadowbringers expansion, commonly agreed to be one of The Best Bits, which may make it easier to convince people to join in.

Secondly, I do miss the game a bit. I have had some special times in Final Fantasy XIV over the years, and I will always, always love the soundtrack. Soken has worked miracles with that game, and I feel almost like I'm letting him down to not be playing. He has no idea who I am, of course, but still. He is a wonderful person and a brilliant composer, and enjoying his stuff in context is great.

Thirdly, the changes that are coming to Evercold sound really interesting. I'm particularly intrigued by the "Evolved" battle system, which promises to reduce the number of actions you'll have to assign to your hotbars by having more of the dynamically changing buttons that were introduced with Dawntrail's new jobs. Supposedly most jobs will be able to function perfectly well with 16 action bar slots in Evolved mode, which means a lot less in the way of remembering some obtuse button combinations, particularly when returning to the game from a long break. (Of course, it means learning some new button combinations, but they will, at least, be simpler.)

I'm also interested in the move away from "endgame currency" as a progression system. I don't think we've really had it explained in much depth how exactly the new "seasons" system is going to work, but Yoshi-P seemed determined to emphasise the point that it's not a Battle Pass or free-to-play type "pay to win" situation. What it looks like is a flexible system where you earn points for doing… stuff. And rather than being forced into grinding the same old Roulettes and high-level stuff, it looks like you might have the opportunity to do a broader range of activities, which will be nice.

Perhaps I will hop back in once the new patch arrives tomorrow. There's the new Beastmaster job to explore, plus I didn't do much with Blue Mage, and of course I have plenty of other jobs still to level too — as well as just re-learning the game after so long away.

I think I probably will go back. I'm just not sure quite when yet, or how it will fit into my life more broadly. But we'll see. We'll see.


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