Lyrailis wrote:
Wha? ARR has the same type of cutscenes/dialogue during/after at the spot you went to do the fetch quest, lol. Well I bet you probably spam-clicked or skipped cutscene and might not realize that (since XI did not allow you to do that usually).
Incorrect - A lot of them did not have not cutscene, the cutscene occurred in a separate quest in the chain. I know the story top to bottom, actually, which is why I know there's a lot of jumping around (that even the lore team admits if you read the forum) and a lot of broken quests in the sense a lot went nowhere pretty quickly or it reached a climax pretty damn quickly without substance in between due to the fetch quest fillers being part of the "actual story." I've yet to spam click in a story or skip cutscenes as..what's the point of playing a story based RPG if you do so? Try again :p
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I'm in control of 4-5 heroes of the world... and I'm fighting hundreds of bats every time I go into a cave, lol
Do this in real life: Go inside of a cave and attract the attention of a hungry bear - I guarantee you will not only: A. Want to run away, or B. Try to kill it, because you know the problem comes with the fact you're:
A. Going into something's territory, thus hostility.
B. Not everything is going to want to hug and cuddle you unless by hugging and cuddling it actually means ripping the flesh off of your bones.
You're reaching pretty hard to draw that comparison. The difference is you're encountering wild life toward your goal, hostile MONSTERS in a cave/dungeon/ruins/etc, you were not tasked with specifically going to a cave JUST to kill 5 bats then heading back to the NPC for "story."
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You need something from NPC. NPC isn't going to fork over something for free. You need that item, NPC needs his food. So NPC says "I'll give you this item if you give me food." If you want to save the world, you need that item he has. Quite relevant. It makes sense.
Problem is: These kind of quests should not be a part of the main storyline because it jars you out of the not only the action, but the plot. "Oh we heard there's an exiled garlean soldier living in the forest that can tell you more about that faction and even help you. Remember the interesting plot so far? Yeah forget about it, you're going on kill quests for the next 3 quests, I hope you're still interested in the plot after!"
Quests like that are usually called 'sidequests' in MMOs, as they're stuff to do on the side. Even in offline FF games when you need something from an NPC it's usually recounting something you've already picked up before that point, or something you'll be doing still related to the story. Me fetching you dinner is hardly related to the main story. That's the kind of filler that stretches a storyline artificially, which as said is fine as in an MMO they need to level you if it's quest based progression, but it feels longer purely because of that.
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You're starving and you need food. Said hero has millions of gil handy. What do you do? Just hand over the gem? Of course not. "Hey, if you get me some food or pay me a thousand gil I'll give you this gem."
Sounds reasonable to me.
What also sounds reasonable is thinking:
"Hm, I should take up this hero's time, I mean based on what she or he says there's likely a death machine ready to blow us up and me being hungry will no longer be problem when I'm dead....naaah let's have him or her kill a bunch of ladybugs, imps then squirrels for a few hours then fetch the laundry!"
If quests were in real time, that NPC just brought about the end of the world by being greedy. I get what you're trying to say..but when it's part of the MAIN STORYLINE, it makes no sense as it offers nothing relating to the main storyline. As said,it's like if in offline FF games the main story you know and love or hate never happens because every NPC has you doing menial tasks that isn't relating to it. Seymour? Eh who's that? Every time you go to learn about him you're doing laundry or fetching someone dinner. You don't need to learn about Spira, Sin or Seymour. You don't need to know what Summoner's pilgrimage is. You don't need to learn about the Final Aeon and summoning, you need to fetch my god damn dinner.
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What I AM saying, though, is the random encounters and the filler fetch quests both serve the same purpose and they both eat your time up. Something you've yet to refute.
At this point, you're just pulling out strawmans and irrelevant arguments.
Actually it isn't. And as lolgaxe pointed out, you're actually the one pulling out strawmans and irrelevant arguments. Random Encounters are not fillers nor fetch quests, because there are many areas in FF games and other RPGs where there are none and it's a literal straight A > B run the first time you're in certain areas. The reason it wasn't "refuted" is because you're stuck on considering the leveling format of offline games as filler.
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Try removing the random battles from a Single-player FF and you'll find the story is pretty d*mn short, too.
Yeah, because every boss will end you pretty quickly, especially if it's a system based on experience gain, e.g AP/Sphere Grid/Crystarium etc. Random Battles doesn't increase nor decrease storyline length, it's separate from the storyline. It's not forced onto you. You are not prevented from progressing the storyline until you fetch NPC their dinner. I use that as an example because that's the definition of filler questing. You don't go from learning about a garlean invasion, seeing it in action, to fetching dinner then making an npc their winter coat because they're too lazy to then back to the action. That's a jarring transition for absolutely no reason.
Running into monsters/leveling up in an offline game isn't jarring to the storyline. As proven by many who actually play through FF games 100%, you never need to "grind" unless you're attempting a super OPTIONAL boss or content, since you're running the comparison that leveling = filler quests of an MMO. What you're basically saying is, all of the animes with filler episodes aren't fillers and are crucial to the plot of the storyline, even though they 99.9% of the time never existed in the manga, visual novel or light novel.
So when you're arguing length in comparison of offline and online, you have to take into consideration while doing the main storyline, A LOT of those quests aren't really worth being considered quests or even related to the story at hand. It's filler and like lockouts on end-game content, artificially extends the length of it. If you didn't skip cutscenes or dialog, you'd realize a lot of NPCs literally tell you they're just wasting your time.