Yoshida s'est expliqué concernant les points de vu et craintes de chacun concernant le système de combats. Comme c'est un long pavé en Anglais, désolé je n'ai pas le temps pour traduire
FFXIV:ARR and the Battle System Part 1 (Get ready for a long read!)Producer/Director Yoshi-P here.Thank you all so much for your feedback.
I'd first like to start off by apologizing for the heavy lag caused by the increased frequency of FATEs during our previous test. A majority of the problems with auto-attack not activating and position lag stemmed from this, so everything should be working relatively smoothly during the next test session.
Now then, I have a lot of ground to cover here, but I think it's about time I address the battle system. It's been quite some time since I've written a long post like this, so get comfortable, grab a cool drink, and prepare for a good read. In the future, I hope you guys keep what I cover in this post in mind as you continue to provide feedback.
■The Idea Behind FFXIV:ARR Battles and Content■I've talked about concepts for the game's battle system and content in interviews before, but as a response to feedback here, I feel the information in my interviews doesn't quite get the point across. The last thing I want is for you guys to start debating back and forth over points that have yet to be made clear, so first I'd like to set some groundwork and clear up a few things.
■Monsters and Their Role in the Game■Rather than focusing on encounters with common enemies out in the field, we want to place greater emphasis on FATE, dungeons, bosses, and other content we're preparing for A Realm Reborn. At the end of the day, normal enemies seen running around outside the cities aren't meant to require a great deal of effort. In contrast, when facing a boss while trying to clear a dungeon, for example, we want players to give it their all and have a fun time doing so.
■FFXI and FFXIV■When FFXI released on PlayStation 2 a little more than 10 years ago, console gamers were able to experience an MMORPG for the first time. Although FFXI is no longer the only MMORPG on a console, there are but a few, and FFXIV will again be the first MMORPG experience for many console gamers. With this in mind, we designed the battle system based on three key principles.
- Playing in a party should not be necessary until level 15. This includes story-related events.
- Regardless of the learning curve, new players should not feel overwhelmed.
- The game's core design should allow for leisurely play over a long period of time.
Because there are so many things to remember and keep in mind when playing, MMORPGs can be fairly difficult compared to games from other genres. And because you're playing with other people in a world that's constantly changing, this is a problem that cannot be easily resolved. This is also, perhaps, why some consider MMORPGs to be so interesting.
■Perplexity, Simplicity, and Replay Value■Many games on the market attempt to rationalize needlessly complicated game features with phrases like "Dynamic Action!" or "Revolutionary Gameplay!" but with FFXIV: ARR, we have no intention of misleading our player base. There are only two things we wish to emphasize.
- If players have a goal, they should not be impeded by overly cumbersome obstacles.
- Players should not feel the need to avoid or sneak past enemies to enjoy any given content.
Considering players should be able to enjoy an MMORPG for months, or even years at a time, obstacles simply for the sake of having obstacles hinder the gaming experience.
Unlike games from other genres, the use of a subscription model makes this much more important. Looking at MMORPG demographics, for example, your average player is younger now than when the first generation of MMORPGs were released. Nevertheless, players tend to be older due to the use of a subscription model. So when they come home from work or school and decide to play, even if it's only for an hour or two, they should be able to enjoy themselves. In other words, the use of mundane grinding for hours on end is no longer an effective means to stay competitive in the current MMORPG market.
Also, because these concepts will dictate the game's core design, any updates or new content released will inevitably be dictated by said core. This leads to three aspects of an MMORPG that must be carefully balanced to promote productive gameplay.
1. MMORPGs are based on the premise of party play.
2. If the game has a wide variety of exciting game elements, players will be compelled to try them.
3. The over use of non-targeted / area of effect skills can result in bland gameplay.*
* Encounters meant to be challenging such as dungeons tend to become unbalanced.
Even now, party play is a key element often focused on in the online gaming industry, and I believe it's what makes MMORPGs so appealing. To effectively incorporate party play into FFXIV, we first eliminated the stress of needing to form a party in the beginning of the game, and by mid-game players will start to find more content that requires teamwork. By end-game, players should be fairly comfortable with the duty finder and accustomed to group play as they take on the more challenging content we have prepared.
Although some may come to the conclusion that constant interaction with others can become tiresome in an MMORPG, the alternative to a game that emphasizes party play must also be considered. If everything were designed to be completed alone, player retention would become increasingly problematic, and the lack of interaction with other players would detract from what it means to be an MMORPG. Mind you this is a comparison of one extreme to another (completely party focused versus solo play). In the end, an MMORPG is selective in its audience, which is both its strength and its weakness.
Regardless of how particular FFXIV: ARR may be in choosing its audience, as producer and director, the ability to attract new players is absolutely imperative.
This is where the remaining two aspects necessary for productive gameplay come into effect. But with so many games out on the market, in order for FFXIV: ARR to be accessible and interest new players enough to delve deeper, a certain sense of simplicity is necessary in the beginning of the game. Interesting game content and proper balancing are also important in motivating players to continue playing, but this is a given. As mentioned previously, however, no matter how hard one tries to attract new players, no MMORPG is capable of appealing to all audiences effectively. I personally believe an attempt to appeal to and retain every type of gamer effectively is too idealistic.
To speak specifically about game balance, I believe it's important that content is enjoyable, accessible, and does not hinder party communication when playing through it. Moreover, there should be a variety of things to do to keep players interested. Gameplay should also have a steady pace, but not simply devolve into spamming weapon skills.
As many of you know, I'm also an avid gamer, so you can expect end-game content as challenging as Version 1.0, along with an assortment of quests and stories befitting a Final Fantasy title. For those of you concerned about a lack of challenging end-game content, if Version 1.0 is any indication, you can rest easy knowing there are fierce battles on the horizon.
In short, we've placed emphasis on quality gameplay that's easily accessible, and can be enjoyed in the long term.
■Research and Analysis■The title of this section speaks for itself, but I've spent a fair bit of time studying other large MMORPGs currently on the market. More importantly, I've been monitoring their retention rates. Of course, people tend to concern themselves with sell-in and sell-through, but the longevity of an MMORPG depends on retention. This is why it's important to understand that game developers for online games always make their decisions based on retention rate. Because I'm a gamer myself, I also take time to play the game, as well as take feedback from players, which I believe is also very important.
This, in a rather big nutshell, outlines the basic concept we have in mind for FFXIV: ARR. This applies not only to the battle system, but all aspects of the game. Whether it's a simple FATE against a wave of enemies, or a gritty battle against a powerful NM, offering players a variety of options to have fun is our goal.
(Speaking of FATE, you can expect a separate post on this in the near future )
Hmm... I seem to be running out of space, so I'll pick this up in the next post.