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Been away for a while, have a few ?'s about the "new FFXIV"Follow

#77 May 20 2013 at 2:39 PM Rating: Good
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6,899 posts
Kachi wrote:
Er, advancing story line, learning new skills, exploring new regions, unlocking new quests... are all player progression. When you tie that to a number and say, "You must reach this number before you may progress this far," that's artificial pacing. Part of the purpose of using a leveling system is to gate your access to that content, artificially. Rather than tying those progression markers solely to key accomplishments, they use XP as a measuring stick for whether you've played the game long enough to advance. i.e., it's not whether you can slay the dragon--it's whether you are level 50 and can slay the dragon.

Like I said, there's nothing inherently wrong with leveling. I just don't care for them personally, mainly due to the over-reliance of them in the genre. Its also frequently used as a crutch for bad design.


Then by your example, everything in a game really falls into the category of artificial progression. Even progression markers based on key accomplishments require you to be at a certain pre-determined point of the game to achieve, it's really not any different than gating, just masked by a different system. My point was that when things happen in the natural course of leveling (ie exploring new areas, learning new skills, and advancing the story) it makes the progression feel much more natural and not forced.

Ostia wrote:
BartelX seriously, you are trying to hard to find something, where there was nothing, is actually getting sad.... Is no fun Smiley: lol Please if it makes you happy, keep telling yourself i missed the point, but i din't i just did not agree with, it being more fun than duskwood or redrigdge, but if you did find it fun, great, cool, awesome, move on already, you are going in circles trying to make the same argument 50 different ways, is not gonna work, just say you are sorry and move on.


It's funny to me, because you still haven't grasped the point. You're right though... as you said, might as well move on since any discussion with you is just talking in circles.

Edited, May 20th 2013 4:44pm by BartelX
#78 May 20 2013 at 3:03 PM Rating: Excellent
UltKnightGrover wrote:
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1.) What about the Market Wards? Totally new system?


We don't know yet.

Quote:
2.) Auction House?


We don't know yet.


The more I think about it, the more this has me very worried.

They are not going to re-release a game without an Auction House, are they?!

There is a very large percentage of potential players who will not even touch this game if it does not include a real Auction House. By real, I mean you can buy items from the item serach menu, no walking involved.

Is this game going to go down as "FFXIV: Still-No-Auction-House"?
#79 May 20 2013 at 3:03 PM Rating: Decent
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9,997 posts
Quote:
Then by your example, everything in a game really falls into the category of artificial progression. Even progression markers based on key accomplishments require you to be at a certain pre-determined point of the game to achieve, it's really not any different than gating, just masked by a different system. My point was that when things happen in the natural course of leveling (ie exploring new areas, learning new skills, and advancing the story) it makes the progression feel much more natural and not forced.


Not at all. If the prerequisites to reaching a checkpoint are narratively consistent, then it's not artificial. e.g., if I have to get the key to open the chest to get the sword to kill the dragon, that is genuine pacing. I have not completed the specific task required to trigger the next task. Within the world, that's a real reason why I cannot advance. Artificial progression refers to "unnatural" roadblocks to progression. Things like, "You can't hold that sword yet. You're not level 44."

If I have to be level 12 to get the key, and level 15 to open the chest and level 22 to hold the sword and level 25 to kill the dragon, that's artificial pacing.

You're right that when things happen in the course of leveling, the progression feels less forced. And when you reach the "thing" but have not yet reached the correct level, then the progression feels completely forced, because it is. This is just extending the concept to abandoning the levels altogether and leaving only the natural exploration part. It's an adventure game that is naturally paced by narrative and skill (re: nothing is genuinely "naturally paced" as its all by design, but at least there's no overt attempt to pace the player). Essentially that's all sandbox games are. Some games already apply these principles successfully--it's not some crazy idea I had.
#80 May 20 2013 at 3:15 PM Rating: Good
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6,899 posts
Kachi wrote:
Not at all. If the prerequisites to reaching a checkpoint are narratively consistent, then it's not artificial. e.g., if I have to get the key to open the chest to get the sword to kill the dragon, that is genuine pacing. I have not completed the specific task required to trigger the next task. Within the world, that's a real reason why I cannot advance. Artificial progression refers to "unnatural" roadblocks to progression. Things like, "You can't hold that sword yet. You're not level 44."


Maybe I'm just not "getting it", but to me what you described sounds just as artificial as a leveling system. You are just replacing be X level to fight the dragon with get X key, then get X sword, then kill the dragon. It's basically the same linear progression as leveling, you are just taking the number out of it. Maybe I'm just being too analytical about it. Regardless, I completely agree with you that gated content isn't fun when it interrupts the natural flow of the game.
#81 May 20 2013 at 3:19 PM Rating: Good
Letter from the Producer LIVE Part IV
http://forum.square-enix.com/ffxiv/threads/58180-Letter-from-the-Producer-LIVE-Part-IV-Q-A-Summary

[0:32:48]
Q: What will the new market system be like? Can you give us some details?

A: Basically we will be totally re-making retainers and the market system from scratch.
We’ll be adding all the Auction House features people are asking for, and make it so that only your own retainer and those you want to appear are displayed in the market wards. It’s a bit difficult to explain. It’d be better to have our players try it for themselves in the Beta, the same time we run server stress tests.

We will also be fixing the system so that you can search for materia-enhanced items, and tell whether or not an item is HQ. In the Beta, we’d like to see how much stress the search feature can take, so please search away.
#82 May 20 2013 at 4:26 PM Rating: Decent
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9,997 posts
BartelX wrote:
Kachi wrote:
Not at all. If the prerequisites to reaching a checkpoint are narratively consistent, then it's not artificial. e.g., if I have to get the key to open the chest to get the sword to kill the dragon, that is genuine pacing. I have not completed the specific task required to trigger the next task. Within the world, that's a real reason why I cannot advance. Artificial progression refers to "unnatural" roadblocks to progression. Things like, "You can't hold that sword yet. You're not level 44."


Maybe I'm just not "getting it", but to me what you described sounds just as artificial as a leveling system. You are just replacing be X level to fight the dragon with get X key, then get X sword, then kill the dragon. It's basically the same linear progression as leveling, you are just taking the number out of it. Maybe I'm just being too analytical about it. Regardless, I completely agree with you that gated content isn't fun when it interrupts the natural flow of the game.


Design-wise, everything is artificial, so yeah, it is fundamentally not so different. But it's the player experience that matters, and that is quite different, because without the artificial pacing, the player progresses through the content without artificial stoppages. It's difficult to see the appeal if you look at the game as a linear experience, but just to use a familiar example, think of a game that is something akin to a Zelda MMO (the less linear ones), and it becomes easier to understand the difference. You never have to stop and level up Link to get to the boss, but there are several tasks you'll need to complete. Sometimes you can go almost anywhere in the world and tackle the dungeons in whatever order you prefer, where other times you might not have the tool to move forward beyond certain points.

Design-wise, the main difference is that "level" is used as a catch-all checkpoint. Your level single-handedly determines if you can: learn abilities, use equipment, access areas, accept quests, use certain services, etc. It's a very convenient universal pacing tool for the designer, but doesn't always work out for the player. Compare to Zelda, where there are plenty of challenges between you and your goals, but being the right level is never one of them. Now, to dilute the Zelda example a bit, gameplay in Zelda games (at least the classic ones) is nothing very sophisticated--far simpler than in an MMO or even single player RPG.
#83 May 20 2013 at 6:49 PM Rating: Good
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660 posts
Smashington, I think it's a little too late to try and change the subject. Every time anyone tries, it ends up in failure. Save yourself the trouble.
#86 May 20 2013 at 8:39 PM Rating: Good
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6,899 posts
Kachi wrote:
BartelX wrote:
Kachi wrote:
Not at all. If the prerequisites to reaching a checkpoint are narratively consistent, then it's not artificial. e.g., if I have to get the key to open the chest to get the sword to kill the dragon, that is genuine pacing. I have not completed the specific task required to trigger the next task. Within the world, that's a real reason why I cannot advance. Artificial progression refers to "unnatural" roadblocks to progression. Things like, "You can't hold that sword yet. You're not level 44."


Maybe I'm just not "getting it", but to me what you described sounds just as artificial as a leveling system. You are just replacing be X level to fight the dragon with get X key, then get X sword, then kill the dragon. It's basically the same linear progression as leveling, you are just taking the number out of it. Maybe I'm just being too analytical about it. Regardless, I completely agree with you that gated content isn't fun when it interrupts the natural flow of the game.


Design-wise, everything is artificial, so yeah, it is fundamentally not so different. But it's the player experience that matters, and that is quite different, because without the artificial pacing, the player progresses through the content without artificial stoppages. It's difficult to see the appeal if you look at the game as a linear experience, but just to use a familiar example, think of a game that is something akin to a Zelda MMO (the less linear ones), and it becomes easier to understand the difference. You never have to stop and level up Link to get to the boss, but there are several tasks you'll need to complete. Sometimes you can go almost anywhere in the world and tackle the dungeons in whatever order you prefer, where other times you might not have the tool to move forward beyond certain points.

Design-wise, the main difference is that "level" is used as a catch-all checkpoint. Your level single-handedly determines if you can: learn abilities, use equipment, access areas, accept quests, use certain services, etc. It's a very convenient universal pacing tool for the designer, but doesn't always work out for the player. Compare to Zelda, where there are plenty of challenges between you and your goals, but being the right level is never one of them. Now, to dilute the Zelda example a bit, gameplay in Zelda games (at least the classic ones) is nothing very sophisticated--far simpler than in an MMO or even single player RPG.


I see what you're getting at, and thank you for the Zelda analogy as that put it more in perspective as to what you were talking about. I was still thinking of it from a purely mmo standpoint.


Edited, May 20th 2013 10:40pm by BartelX
#87 May 20 2013 at 8:49 PM Rating: Excellent
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2,232 posts
While I think Zelda or Metroid style barriers would be fun to add to MMOs you only play those games for 20-40 hours. Leveling is a big time sink in an MMO because you will often spend years playing one. What are you going to use as a progression metric after you've got your grapply swingy hooky freezy fiery infrared night vision goggles of d00m? Or are you just using equippables as an example? What would the non-leveling MMO player "collect" in order to access content?

Edit. Stoopid auto correct

Edited, May 20th 2013 7:51pm by LebargeX
#88 May 20 2013 at 9:27 PM Rating: Decent
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9,997 posts
Quote:
I see what you're getting at, and thank you for the Zelda analogy as that put it more in perspective as to what you were talking about. I was still thinking of it from a purely mmo standpoint.


No problem, I was happy to have the chance to explain it better. I get so caught up in the abstract mechanics sometimes and could probably save myself a lot of trouble with some concrete examples... it took me a minute to think of the Zelda example.

LebargeX wrote:
While I think Zelda or Metroid style barriers would be fun to add to MMOs you only play those games for 20-40 hours. Leveling is a big time sink in an MMO because you will often spend years playing one. What are you going to use as a progression metric after you've got your grapply swingy hooky freezy fiery infrared night vision goggles of d00m? Or are you just using equippables as an example? What would the non-leveling MMO player "collect" in order to access content?

Edit. Stoopid auto correct

Edited, May 20th 2013 7:51pm by LebargeX


Well, that's the definitive tradeoff of using levels. The main thing that they do for the developers (stretch out the game artificially) is the thing that most players don't like (adding excessive repetition). But they generally kind of work because some people are satisfied by the feeling that they're working towards something better. It stops working when the player realizes that there is nothing better... just more repetition.

Equippables are just an example, though it is possible (and pretty easy) to design infinitely horizontal equipment systems where the player can never have all of the equipment that they'd want to have--and you can definitely include abilities in that list. Many quests can be predicated upon the completion of earlier quests (that's pretty much a given in any narrative). Area access can also be used, though should generally be relied upon less often--reserved for special areas. Other gameplay features and UI, travel options, etc. are other possibilities.

Speaking very generally, you need players to fight their way through dangerous battles to reach their objectives. Large zones and lots of things to do in them. Getting from A to B is the challenge. Think about how much real estate is wasted in the average MMO today--the places that have no real purpose for you to be there. Now think of games like Zelda and Metroid. Was there ever a room or a screen that you DIDN'T need to go to? Not many. Were the monsters a credible threat for most of the game, or were they pointlessly weak after you had become strong enough? If the game is sufficiently difficult, players won't complete it too quickly.

And with a system like this, you can still do levels. But you might only do 5 or 10 levels. They can still serve the exact same functions if you really need to gate some content.

But ultimately the question shouldn't be, "How will we get players to keep playing without levels?". What we should ask is, "Why don't players want to kill our monsters? Why do we have to give them XP and levels to get them to do it?" In most cases, it's because they've failed to make the combat fun, so they're relying on the carrot to get you to do it.
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