A few days ago I got myself the Final Fantasy XIV open beta client and brewed up a little Lalafell Gladiator to give it a whirl. I’ve found it to be rather sluggish on my old-timey Radeon 3400 graphics card, and a lot of folks have complained about frequent server downtime, but I’m seeing a lot here that reminds me pleasantly of Final Fantasy XI.
- Job Switching: You aren’t tied down to what you started your character as. If you originally made a Thaumaturge and would like to try your hand as a Gladiator, just get a sword and equip it. Voila, you’re a Gladiator. This is an improvement over FFXI where switching jobs was a bit of a chore, and a damn sight better than most other multiplayer games, which force you to create a whole new character.
- Crafting: FFXIV treats harvesting raw materials and crafting them into usable items as a series of minigames, providing a bit of interactivity to the process. Instead of telling the interface to turn a Willow Log into Willow Chips and waiting to see if it succeeds or fails, you have multiple opportunities to affect the quality and durability of your end-product. Success and failure at resource harvesting is partly reliant on skill and timing.
Supposedly user-crafted items will be an integral part of the in-game economy, by which I mean that most of your good gear will be stuff you or another player created, as opposed to quest rewards or loot taken from fallen monsters. I seem to recall hearing this about most online games. Right now it looks like they’re living up to this pledge, but this may be a symptom of Square-Enix not having put out all the content yet. I’m taking this with a gain of salt, but the fact that harvesting and crafting skills are presented as full character classes is promising.
- Group Dynamics: This is part of the game that I really need to dig into further. I haven’t had a chance to explore the Battle Regimen system, but I understand it is at least superficially similar to the skillchain system in FFXI.
- Macros: I used macros a lot in Anarchy Online and Final Fantasy XI, and I expect to get some use out of them in Final Fantasy XIV as well. I currently use macros in the beta to switch between jobs. I currently have one macro for Gladiator, one for Miner, one for Botanist, and one for Carpenter. I’ll be brewing up another for Blacksmith next time I play. The following is what I use to switch from whatever I currently have equipped over to my mining gear:
/equip main "Weathered Pickaxe" /equip sub "Bronze Sledgehammer" /equipaction 2 "Lay of the Land" /equipaction 3 Prospect /equipaction 4 "Wrist Flick"
Some things I’ve found are that capitalization seems to count when writing macros, and any time you are selecting an item or action with a multiple-word name you’ll need to enclose the name in double-quotes (note that Prospect did not need the quotes in my example). Also, you cannot switch your gear when you are in “active” mode. If you have a weapon in your hand, you cannot switch jobs.
Obviously a lot of how a game like this will work depends on the release of full content, opening up all the playable areas, and the player community developing. This means I cannot make a strong prediction one way or the other, but my nostalgia for FFXI and the overall strength of the Final Fantasy brand has me quite optimistic.
I might have to give this game a try, I have never done the online thing but love the FF universe.
I wouldn’t call it the Final Fantasy “Universe” so much as there is a strong thread of commonly-used tropes from one title to the next. In FFXIV you can expect to see chocobos, cactuar, things with the names “ifrit” and “shiva” and so forth, but from game to game there are a fair number of changes. One common problem with online games is that they cannot really benefit from the kind of strong personality-driven plots that you’ll generally see with single-player Final Fantasy titles. You just can’t have 10,000 Squalls and Clouds and Balthiers running around being epically awesome. Well, not for long you can’t.
But, but, in WoW I AM Epic!