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Mandatory Dungeons

During the discussion about FFXIV’s mandatory dungeons, MaximGtB said the following:

[…] Besides, having these dungeons are in no way a road block, at least when looking at it from an MMORPG point of view. If you can’t spend a few hours to clear a dungeon, maybe failing a few times before you finally succeed, then the game is not for you. What are you going to do at 60, then? Log in, do one or two levequests, then log out?

What I mean to say is that spending massive amounts of time, trying stuff for hours on end until you succeed, and/or suffering pants-on-head morons ruining your game are the bread and butter of the game. If you can’t stand it at level 15, you won’t stand it at the endgame either.

Here is my “much too big for a third-tier nested comment” response:

The mandatory dungeon aspect is problematic for several reasons. The first of which is economic: all that telling a player “this game is not for you” accomplishes is losing out on at least another month’s subscription (assuming they bought blind in the first place). Even if the game is not for you, what sense does it make to force the issue right away?

Second, sometimes what a game is changes for people. Maybe that player solos their way to endgame and leaves at that point anyway. Or maybe they intended to solo, but encountered a stranger that befriended them, and sucked them into the vortex of social gaming for 6+ years. Which is precisely what happened to me in WoW. Had I not been primed already though, I would have quit FFXIV at the “spend 20 minutes waiting for a boring dungeon with total noobs” wall. WoW opted for the carrot, not the stick, and thus captures both types of players while converting a special few.

And, bizarrely, FFXIV already has the carrot in terms of first-time completion bonus.

The third reason is because the vast majority of FFXIV (and most MMO) content is solo. Long-term players run the same dungeons for months grinding 0.2% upgrades, yes, but how much solo scripted encounters, quests, writing, world exploring, etc, is there on the way to level cap? All of that is content the solo player could be enjoying, if not for patronizing “ice-breaking” of these designers.

Fourth, it was just damn inconvenient at the time. The day before I actually cleared the dungeons, I wanted to log on and accomplish things, but I was also expecting an important phone call. When I logged on, I realized that I couldn’t really do anything. Grind FATES and get even further ahead of the leveling curve? Re-run the starting areas a half dozen more times leveling up alternate classes? I wanted to progress things, but couldn’t. So I logged out and played actual games that actually let me play them.

Finally, these mandatory dungeons were boring as hell. What kind of first-impression were they going for? They have to be easy for new players, but that’s no excuse for them to have close to zero backstory for a Main Story Quest. Back-loading all the good bits these days is just dumb. Most MMOs are guilty of this for some reason, but most MMOs came out before we as gamers knew any better (or got to experience the higher bar).

Clearly though, FFXIV is successful enough in spite of the way dungeons are handled. I feel like it would likely be more successful had they taken a different approach, but good luck to them.