Got into a discussion on this last night. Basically, there are two major points:
1- The ability of people to modify games is almost always a good thing. They allow players to add more things to games, give them more things to do, and so on.
2- FFXI already has a relatively strong .dat modding community, which is currently limited to reskinning things.
It would be very easy for SE to make an excuse for this; Vana'diel already has about five thousand dimensional portals, so a portal wouldn't be a stretch for any player. Just make it a 'portal into the imagination', and allow you to choose who's imagination you visit (in the same way you choose who to mail to at the DB). Very easy way to integrate it with the world; and that's ignoring the possibilities of Dioramas or Diabolo's dreamworld.
It would be harder to implement it in FFXI, though, given that it would basically have to be downloaded to the client ahead of time. While this wouldn't be much of a problem for PC players, 360, PS2, and PS3 owners could easily find themselves running out of storage space. There's also the whole problem of SE having to either review them individually (which could take a lot of time and work, potentially more than just creating content themselves), or devote a lot of work to dealing with reports of inappropriate/illegal creations.
Let's ignore those technical problems (let's say we're dealing with FFXIv2, with steaming content, and some sort of volunteer based approval/rejection/reporting process), and say that SE decides to give players area, quest, mission, monster, and so on creation tools to do this.
Obviously, because you're going into people's imaginations, you could run into some ridiculously unbalanced things. 300 EXP for killing a rabbit that doesn't fight back would not be exactly fair; nor would ridiculously overpowered equipment. There are a few ways SE could get around this, the easiest of which would be to bar anything earned inside the dream/diorama/imagination from leaving it. This could be done by having some kind of NPC force who's duty is to protect reality (obviously their main goal would be to keep the monsters that could kick AV's ass from getting through), and forces you to remove anything you gained there before reentering reality.
At the same time, if you bar ANY rewards from these areas, the only reason players would have to go through them would be for the stories, very challenging fights, and scenery. Now, this would obviously be enough for some people, but it wouldn't take the playerbase as a whole. SE could obviously limit the tools somehow, to keep players from making anything too unbalanced (like most character creation systems in other games; you get a set amount of points for stats and have to balance them) , but players would probably find some way to break that. I propose an "imagination points" type replacement for XP, in the same way merit points replace them at 75, which could be used in the real world with aforementioned NPC force; similar to Assault. XP, and armor (gil would need to be handled as an item, similar to AU coins) earned would be converted from whatever it was there to these points upon exiting (the NPC force reimburses you with them). They could then be spent on 'real world' things which would be balanced by SE. Reward:Effort ratio would of course probably be significantly lower in Imagination than in Assault, BCNM, or whatever other thing you want to do in FFXI, to prevent exploits; but still something that people could do for fun and earn some nice things with.
The next obvious problem would be getting stuck in terrain. Also, as I said above, you would need to be removed of imaginary things upon leaving, so being able to warp out would probably not work. This would make it very easy, in theory, for a player to trap you. Both intentionally, because people are bastards that have no problem deleting a pool ladder and watching a poor virtual soul drown, but also unintentionally, in a place where you could fall and be unable to get out. Obviously this would lead to a huge amount of "Hey GM, I am stuck in wall. Out prz." calls, which would be a huge annoyance. The simplest way around this would be to have a sort of 'imaginary home point'. Using Escape, Warp, Teleport-*, and so on would take you to this point in an imagination; but the recommended method would be Imaginary Fireflies, which you would be given as an item which cannot be tossed (think Ballista's inventory, something that wouldn't take up space, and couldn't be lost). This would also include the exit, and said member of NPC force, all in one neat little area, to keep players from doing something stupid and making it impossible to get out. Dying would also lead you here, with your only loss being imaginary points.
So, ignoring the fact that it isn't technically feasible to actually do this in FFXI because of storage limitations, does anyone see other problems with it? Ideas? What would you make; a peaceful serene land with not much to do but fish and relax, or a horrible twisted land with horrific monsters at every turn?
1- The ability of people to modify games is almost always a good thing. They allow players to add more things to games, give them more things to do, and so on.
2- FFXI already has a relatively strong .dat modding community, which is currently limited to reskinning things.
It would be very easy for SE to make an excuse for this; Vana'diel already has about five thousand dimensional portals, so a portal wouldn't be a stretch for any player. Just make it a 'portal into the imagination', and allow you to choose who's imagination you visit (in the same way you choose who to mail to at the DB). Very easy way to integrate it with the world; and that's ignoring the possibilities of Dioramas or Diabolo's dreamworld.
It would be harder to implement it in FFXI, though, given that it would basically have to be downloaded to the client ahead of time. While this wouldn't be much of a problem for PC players, 360, PS2, and PS3 owners could easily find themselves running out of storage space. There's also the whole problem of SE having to either review them individually (which could take a lot of time and work, potentially more than just creating content themselves), or devote a lot of work to dealing with reports of inappropriate/illegal creations.
Let's ignore those technical problems (let's say we're dealing with FFXIv2, with steaming content, and some sort of volunteer based approval/rejection/reporting process), and say that SE decides to give players area, quest, mission, monster, and so on creation tools to do this.
Obviously, because you're going into people's imaginations, you could run into some ridiculously unbalanced things. 300 EXP for killing a rabbit that doesn't fight back would not be exactly fair; nor would ridiculously overpowered equipment. There are a few ways SE could get around this, the easiest of which would be to bar anything earned inside the dream/diorama/imagination from leaving it. This could be done by having some kind of NPC force who's duty is to protect reality (obviously their main goal would be to keep the monsters that could kick AV's ass from getting through), and forces you to remove anything you gained there before reentering reality.
At the same time, if you bar ANY rewards from these areas, the only reason players would have to go through them would be for the stories, very challenging fights, and scenery. Now, this would obviously be enough for some people, but it wouldn't take the playerbase as a whole. SE could obviously limit the tools somehow, to keep players from making anything too unbalanced (like most character creation systems in other games; you get a set amount of points for stats and have to balance them) , but players would probably find some way to break that. I propose an "imagination points" type replacement for XP, in the same way merit points replace them at 75, which could be used in the real world with aforementioned NPC force; similar to Assault. XP, and armor (gil would need to be handled as an item, similar to AU coins) earned would be converted from whatever it was there to these points upon exiting (the NPC force reimburses you with them). They could then be spent on 'real world' things which would be balanced by SE. Reward:Effort ratio would of course probably be significantly lower in Imagination than in Assault, BCNM, or whatever other thing you want to do in FFXI, to prevent exploits; but still something that people could do for fun and earn some nice things with.
The next obvious problem would be getting stuck in terrain. Also, as I said above, you would need to be removed of imaginary things upon leaving, so being able to warp out would probably not work. This would make it very easy, in theory, for a player to trap you. Both intentionally, because people are bastards that have no problem deleting a pool ladder and watching a poor virtual soul drown, but also unintentionally, in a place where you could fall and be unable to get out. Obviously this would lead to a huge amount of "Hey GM, I am stuck in wall. Out prz." calls, which would be a huge annoyance. The simplest way around this would be to have a sort of 'imaginary home point'. Using Escape, Warp, Teleport-*, and so on would take you to this point in an imagination; but the recommended method would be Imaginary Fireflies, which you would be given as an item which cannot be tossed (think Ballista's inventory, something that wouldn't take up space, and couldn't be lost). This would also include the exit, and said member of NPC force, all in one neat little area, to keep players from doing something stupid and making it impossible to get out. Dying would also lead you here, with your only loss being imaginary points.
So, ignoring the fact that it isn't technically feasible to actually do this in FFXI because of storage limitations, does anyone see other problems with it? Ideas? What would you make; a peaceful serene land with not much to do but fish and relax, or a horrible twisted land with horrific monsters at every turn?
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