Re: What, no levels?
The thing is, it's really the exact same thing. Do you EVER want to wake up and say "You know, I'd like to try that, but i'd have to (lose all of the progress I'd already made irrevocably/start all over again on a new character)"?
It doesn't matter if you're choosing between taking up pikes or halberds or swords or nunchuks; blocking out options later is fundamentally anti-fun. I've played plenty of games where you had to pay exorbitant fees to job change; people hate it.
Like I said, this is a horrible way to make individual characters, and thanks for giving me the perfect example.
The thing is, people will go with whatever works best. Even if FFXIV is well balanced enough that ice/lightning aren't almost always the strongest, and not everything is weak to the same couple of elements, it will still eventually get to the point where some spells are more useful than others. Most people will specialize in whatever is best for killing what needs to be killed the most; or whatever poses the most challenge, or whatever else. Meripo spells show this perfectly. MAYBE you can hope that the game is balanced enough that some people will master one branch, and then mobs are tweaked so that people master another, but that's still playing into the "everyone go do the EXACT SAME THING because THERE IS ONLY ONE CORRECT CHOICE and IF YOU MAKE THE WRONG ONE IT'S HARD TO UNDO"
One, that assumes that 2H swords are just as fun, useful, effective, and applicable as 1Hs. Two, that's still starting over. That's still not changing the mistakes and regrets you have with 1H.
1- This might work at endgame, with meripo, but especially in games where specialization starts almost immediately, people aren't likely to do that well. Think about how many noobs have gone out to fight without signet, thrown away their beastmen's seals, etc. Now imagine if those noobs hadn't just lost a headstart over other new players, but had made decisions for their character which are incredible painful to reverse.
Even FFXI is better than that; the only decisions you can't reverse easily are your race (which is only really aesthetically important), your name (although it's possible to change it), and your server (also possible, just costs money). Imagine if all of those people screwed up their WHM or BLM branch, and were effectively locked out of the job. FFS, FFXI even allows you to recover important quest items now (Zilart Earrings, COP rings) and change your mind. Not painlessly, but in ways which are pretty damn fair.
The mog house is a great concept to fall back on. You can change your clothes? sure. But doing it thirty times a minute in the middle of a beach doesn't make much sense. Change your stats, job, etc? Sure; but make it require you to be home.
1- Ask any FFXI player how likely they were to keep playing if their character/account were stolen; or if their character were hijacked and all of their gear was stolen, but they could keep the character itself.
2- Ask more FFXI players
3- Those are exactly the kinds of people that would say "You know what? I can't change my skills? You know what, fuck it. I'm useless, and I can't [or if it's too painful, not willing] fix it. I'm going to play something else".
And in my experience, most FFXI players would not start over if they lost everything.
I'm not suggesting a cookie-cutter system. I am suggesting one where instead of having a FEW skill choices and PENALTIES, you have total FREEDOM over your skill choices, but so many OPTIONS that nobody can ever max them out (as FF characters in other games can be maxed out). Is it mindless? Not at all. You're still investing your time, money, effort, and whatever else it takes into it. That's like saying that FFXI's job system doesn't hold weight on choice, because if you tire of one job, you can level another-- when you still lose the time you could've been putting into that other job.
The only difference is that your system CONSTRAINS people, DISCOURAGES experimentation, and PUNISHES people who do not consult websites constantly to know what is 'best'; whereas mine lets them do as they want, without any penalty except their lost time, and doesn't force people to 'GameFAQs or Die'.
---------- Post added at 06:48 PM ---------- Previous post was at 06:40 PM ----------
As I said, for higher-ranking characters. Not an easy feat. Out of hundreds of thousands of players, I'm talking about people who are at least on the level of relic quests. Still a handful of people, but I'm not talking about every new player starting the game having a chat with a GM.
Also for special events-- royal proclamations, for example, might have GMs delivering the lines and protecting the king. See the infamous Lord British assasxxxxtion:
GMs in FFXI already show up occasionally for holiday events. It wouldn't be that much different, just larger in scale, and with storyline relevance.
For an example of how this kind of interaction could matter, imagine players in one scenario responding with cheers, and players in another responding with boos (or even riots). In one, the king's popularity is solidified, in the other, dissent begins to grow. Or even the king sends his guards out to quiet the streets. Or some rogue adventurer kills the king and claims his throne. There are a lot of options out there.
Originally posted by Cyprius
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It doesn't matter if you're choosing between taking up pikes or halberds or swords or nunchuks; blocking out options later is fundamentally anti-fun. I've played plenty of games where you had to pay exorbitant fees to job change; people hate it.
Originally posted by Cyprius
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The thing is, people will go with whatever works best. Even if FFXIV is well balanced enough that ice/lightning aren't almost always the strongest, and not everything is weak to the same couple of elements, it will still eventually get to the point where some spells are more useful than others. Most people will specialize in whatever is best for killing what needs to be killed the most; or whatever poses the most challenge, or whatever else. Meripo spells show this perfectly. MAYBE you can hope that the game is balanced enough that some people will master one branch, and then mobs are tweaked so that people master another, but that's still playing into the "everyone go do the EXACT SAME THING because THERE IS ONLY ONE CORRECT CHOICE and IF YOU MAKE THE WRONG ONE IT'S HARD TO UNDO"
Originally posted by Cyprius
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Originally posted by Cyprius
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Even FFXI is better than that; the only decisions you can't reverse easily are your race (which is only really aesthetically important), your name (although it's possible to change it), and your server (also possible, just costs money). Imagine if all of those people screwed up their WHM or BLM branch, and were effectively locked out of the job. FFS, FFXI even allows you to recover important quest items now (Zilart Earrings, COP rings) and change your mind. Not painlessly, but in ways which are pretty damn fair.
The mog house is a great concept to fall back on. You can change your clothes? sure. But doing it thirty times a minute in the middle of a beach doesn't make much sense. Change your stats, job, etc? Sure; but make it require you to be home.
Originally posted by Cyprius
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2- Ask more FFXI players
3- Those are exactly the kinds of people that would say "You know what? I can't change my skills? You know what, fuck it. I'm useless, and I can't [or if it's too painful, not willing] fix it. I'm going to play something else".
And in my experience, most FFXI players would not start over if they lost everything.
Originally posted by Cyprius
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The only difference is that your system CONSTRAINS people, DISCOURAGES experimentation, and PUNISHES people who do not consult websites constantly to know what is 'best'; whereas mine lets them do as they want, without any penalty except their lost time, and doesn't force people to 'GameFAQs or Die'.
---------- Post added at 06:48 PM ---------- Previous post was at 06:40 PM ----------
Originally posted by Kafeen
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Also for special events-- royal proclamations, for example, might have GMs delivering the lines and protecting the king. See the infamous Lord British assasxxxxtion:
GMs in FFXI already show up occasionally for holiday events. It wouldn't be that much different, just larger in scale, and with storyline relevance.
For an example of how this kind of interaction could matter, imagine players in one scenario responding with cheers, and players in another responding with boos (or even riots). In one, the king's popularity is solidified, in the other, dissent begins to grow. Or even the king sends his guards out to quiet the streets. Or some rogue adventurer kills the king and claims his throne. There are a lot of options out there.
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