It’s been a while since I’ve really gotten into an MMO. Long gone are my college days of 40-man progression raiding vanilla World of Warcraft. I have so many other games I want to play and things I want to work on I can’t bring myself to dump the requisite hours into online role-playing games. I also worked professionally as QA on one for quite a few years, so they’ve kind of lost their glamour.
Before WoW I played a lot of Final Fantasy XI. To the excessive point where I felt I had to do something drastic. I snapped all my install disks, sold off my fortune of gil, and deleted my level 62 Beastmaster while wearing her full Artifact armor and Monster Signa staff—a sort of viking funeral. I remember the hardships that the old Japanese MMO designs required. Which is why I was extremely hesitant to start playing Final Fantasy XIV, their newest Final Fantasy MMO, when it initially came out 2010. And I later heard it was pretty bad. Bullet dodged.
Then Square-Enix announced the FFXIV complete overhaul with a new director at the wheel. I wasn’t sure how this was going to work out and the revamp was made live in 2013, a time period when I was very busy. But gradually I was hearing how legitimately good the new FFXIV, subtitled A Realm Reborn, was. I finally grabbed a cheap copy during a Steam sale last year and gave it a shot. And wow, they weren’t wrong!
They even tied the world remake into the story, similar to WoW’s Cataclysm. I find the trailer for it very emotionally stirring….
Imagine my shock when I’m doing one of my first questlines, complete the requirements, and instead of requesting I go back to the quest giver in town, like I was used to in FFXI, I could turn it in at an outpost nearby and even pick up further quests there! This is something we’ve come to expect because of modern usability introduced by the likes World of Warcraft and I was really happy that simple questflow had made it into FFXIV. Also there were a lot of sidequests to gather and level up on, no more grinding on tons of enemies in forced parties.
Final Fantasy XIV cribbed a bunch of systems from other popular Western MMOs as well. There are public quests that pop up similar to Warhammer Online. Enemies’ special attacks are telegraphed by AOE indicators on the ground ala Guild Wars 2. Reputation systems and daily quest allocations like World of Warcraft. Simpler travel systems via paid attuned teleportation, Chocobo rentals, airships, boats, and personal mounts. This all seems like really basic stuff but seeing how they implemented it all so fast after the initial launch is amazing! The latest expansion even added in flying mounts.
I’m also compelled by the main scenario epic storyline pulling me through the game. It feels very Final Fantasy and so many references are lovingly weaved into the game with masterful localization. Magitek armor, Judges, summons, Cid. A recent patch added in a Gold Saucer area where you can learn how to play Triple Triad. I enjoy that the class system is not tied to a particular avatar and instead you can switch your class via weapon equip and level each one individually on your same character. Some advanced roles even require you to progress multiple classes to a particular level in order to unlock their starter quest.
I’ve read that Dark Age of Camelot is one of your favorite games. What other games, either past or present, have been the most influential to you as a producer and director?
As an avid online gamer, I can’t go without mentioning Diablo and Ultima Online. Diablo taught me about the joys of playing online with other players, and how to add value to an item so that players would obsess over it. I don’t even want to think about how many hundreds of hours I’ve put into that game (laughs). As for Ultima Online, the thousands of people sharing one world, the thrill of player killers, and role-play that is very free, were all very impactful to me. There are many other games that fuel my passion, but I would list these two as must-haves. I can still talk through the night about all of the episodes I had in-game.