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FFXIV Impressions: Dungeons
A little while ago I got the early dungeon wall that I heard people grumbling about back in the day: a point near level 20 where the Story quest gets gated around running three dungeons in a row. I spent an entire day’s session pushing through it like a particularly difficult bowel movement, with very similar end results.

Somehow they managed to make playing an Arcanist even more boring.
The first two dungeons were not actually that bad. Long, boring slogs through story-less gameplay, but whatever; I’m not sure Wailing Caverns performed much better when I played it six years ago. Then came Copperbell Mines. If I continue playing FFXIV, it will be in spite of my experience in this dungeon.
To be clear, it is not necessarily the dungeon’s fault. I assume Copperbell Mines is just as bland and flavorless as any other dungeon in this game. But within the first two pulls, I realized we were in trouble. The only non-new player was the healer, and it became very clear that 1) the tank had no clue how to hold aggro, and 2) the lancer had no concept of how dungeons or the holy trinity works at all. The lancer spent the entire dungeon running ahead, grabbing aggro, then running away once his HP hit 25%. While no one can expect a tank to completely take control of that, one can reasonably expect the tank to at least have higher aggro than the healer. Which he could not, to literally save his (and everyone else’s) life.
FFXIV has this reputation as a nice, friendly environment for noobs and such, but I feel that it let us down in this case. Friendly suggestions to not be fucking stupid (paraphrasing) did not reach the lancer, who might have been illiterate for all we know. Had this been WoW, either the lancer or tank or both would have been straight-up kicked (assuming no 4-hour timers) for not doing the goddamn jobs they signed up to do, but no no. It is our responsibility – nay, privilege! – to repeatably wipe with the classical stoic grace of British aristocracy. I summoned my tanking pet to at least give the healer an extra 15 seconds of life and largely went down with the ship with a stiff upper lip.
At the end of it, several things were very clear to me then:
- There was zero reason why those dungeons were mandatory for the story.
- There wasn’t any story to those dungeons at all. No background material, no Dead Mines-esque buildup.
- It was yet another “travel across the world three times sequentially” time-sink, after literally just finishing a similar one.
- I’m done waiting 15-20 minutes to play a game.
- I’m done waiting to play with bad players.
This attitude will, of course, put me at odds with the standard MMO appointment-gaming zeitgeist.
I was also struck with the realization of what FFXIV’s combat reminded me of: Aion. As in, a pretty world with great animation and bizarre old-school throwbacks combined with an awfully boring combat system. Again, I’m an Arcanist, so I’m sure that has something to do with it – Thaumaturge felt more exciting for the little I played of it. At the same time, I view FFXIV allowing me to pick a boring-ass class more of FFXIV’s problem, than my own.
In any case, my free month is up next week, so FFXIV has until then to convince me it has any redeeming factors at all. People keep going on about the story, but I can no longer tell if they mean an actual good story, or a good story in comparison to other MMOs. Either way, it has the aforementioned amount of time to get down to business if Square Enix wants to continue getting my own.
I Get No Respec
Jun 23
Posted by Azuriel
The Outer Worlds 2’s game director believes implementing 90+ perks with no respec option will lead to role-playing consequences.
Nah, dawg, having an exit strategy for designer hubris and incompetence is respecting my time.
Imagine starting up Cyberpunk 2077 on launch day and wanting to role-play a knife-throwing guy… and then being stuck for 14 months (until patch 1.5) before the designers get around to fixing the problem of having included knife-throwing abilities with no way to retrieve the knives. As in, whatever you threw – which could have been a Legendary knife! – just evaporated into the ether. Or if you dedicated yourself to be a Tech-based weapon user only to find out the capstone ability that allows tech-based weapons to ignore enemy armor does nothing because enemies didn’t actually have an armor attribute. Or that crafting anything in general is an insane waste of time, assuming you didn’t want to just print infinite amounts of currency to purchase better-than-you-can-craft items.
Or how about in the original release Deus Ex: Human Revolution when you go down the hacking/sneaking route. Only… surprise! There are boss fights in which hacking/sneaking is useless. Very nice role-playing consequences there. Devs eventually fixed this two years later.
The Outer Worlds 2 will not be released in a balanced state; practically no game is, much less ones directed by apparent morons. Undoubtedly we will get the option for inane perks like +50% Explosive Damage without any information about how 99% of the endgame foes will have resistances to Explosive Damage or whatever. In the strictest (and dumbest) interpretation I suppose you could argue that “role-playing” an inept demolition man is still a meaningful choice. But is it really a meaningful choice when you have to trap players into making it? If players wanted a harder time, they could always increase the game difficulty or intentionally play poorly.
Which honestly gets to the heart of the matter: who are you doing this for? Not actual role-players, because guess what… they can (and should) just ignore the ability to respec even if it is available. Commitment is kind of their whole schtick, is it not? No, this reeks of old-school elitist game dev bullshit that was pulled from the garbage bin of history and proudly mounted over the fireplace.
And yet out of all the available options, you picked the dumbass lane.
It’s funny, because normally I am one to admire a game developer sticking to their strong vision for a particular game. You would never get a Dark Souls or Death Stranding designed by a committee. But by specifically presenting the arguments he did, it is clear to me that “no respecs” is not actually a vision, it’s an absurdist pet peeve. Obsidian is going to give us “cool reactivity” for the choices we make? You mean like… what? If I choose the Bullets Cause Bleed perk my character will say “I’ll make them bleed”? Or my party members will openly worry that I will blow everyone up when I pick the Explosion Damage+ perk? You can’t see it, but I’m pressing X to Doubt.
[Fake Edit]
I just came across developer interviews on Flaws and Character Building. Flaws are bonus/penalty choices you get presented with after a specific criteria is met during gameplay. One example was Sungazer, where you after looking at the sun too many times, you can choose permanent vision damage (bloom and/or lens flair all the time), +100% ranged damage spread, but you can passively heal to 50% HP when outside in the daytime. The other is Foot-In-Mouth where if the game notices you quickly breezing through dialog options, you can opt to get a permanent +15% XP gain in exchange for only having a 15-second timer to make dialog options, after which everything is picked randomly.
While those are probably supposed to be “fun” and goofy examples, this is exactly the sort of shit I was talking about. Sungazer is obviously not something a ranged character would ever select, but suppose I was already committing to a melee build. OK… how often will I be outside? Does the healing work even in combat? How expensive/rare are healing items going to be? Will the final dungeon be, well, a dungeon? I doubt potentially ruining the visuals for the entire rest of the game will ever be worth it – and we can’t know how bad that’s going to be until we experience it! – but even if that portion was removed, I would still need more information before I could call that a meaningful choice.
“Life is full of meaningful choices with imperfect information.” Yeah, no, there’s a difference between imperfect information because the information is unknowable and when the devs know exactly how they planned the rest of the game to go. Letting players specialize in poison damage and then making all bosses immune to poison is called a Noob Trap.
The second video touches more directly on respecs and choices, and… it’s pretty bad. They do their best and everything sounds fine up until the last thirty seconds or so.
This was right after the other guy was suggesting that if you discover you like using Gadgets (instead of whatever you were doing previously), your now-wasted skill points are “part of your story, part of your experience that no one else had.” Oh, you mean like part of my bad experience that can be avoided by seeing other players warning me that X Skill is useless in the endgame or that Y Skill doesn’t work like it says it does in-game?
Ultimately, none of this is going to matter much, of course. There will be a respec mod out there on Day 1 and the mEaNiNgFuL cHoIcEs crowd will get what they want, those who can mod will get what we want, and everyone else just kind of gets fucked by asinine developers who feel like they know better than the ones who made Baldur’s Gate 3, Cyberpunk 2077, Elden Ring, and Witcher 3.
Posted in Commentary, Philosophy
6 Comments
Tags: Armchair Game Development, Asinine, Hubris, Meaningful Choices, Respec, The Outer Worlds 2