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To each and every one of you reading this; be kind, earnest, and nice to those around you.

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I Spent My Summer Playing The Wrong Final Fantasy MMORPG - Part 2: This Is The Most Mean Spirited Game Ever Made

Author's Note: If you missed the first part of this series, here's the link:

Part 11: I Completed All Of The Starting Quests, And I Want My Goddamn Time Back

Easier said than done.
Easier said than done.

I want to weave you all a tale regarding why the highly anticipated "conclusion" to my series on Final Fantasy XI has taken as long as it has to write and publish. First, no game quite like Final Fantasy XI has ever made me feel like a useless sack. After concluding my time with the game's original questline, the game left me with an empty and unsatisfying impression. I felt as if I had seen broad brushstrokes hinting at an epic story or world, but nothing ever transpired into something grand. Sure, the base game provides an exciting story about kings and queens trying to restore their decrepit nations' former glory. However, these plotlines were tried and true tropes I have seen in countless prior Final Fantasy games. Even Final Fantasy XI's most ardent defenders will struggle to say its "vanilla" storyline is its best effort.

I spent upwards of thirty-five hours completing the initial suite of quests and was left astonished at what little I had to show for it. I had an excessive amount of raw materials for the smithing mechanic, crystals I could utilize to enchant equipment, and a myriad of class-specific weapons to use if I intended to switch things up with my character's job. What I did NOT acquire in my thirty-plus hours was a full understanding of how to play it efficiently or with any sense of satisfaction. I did NOT get a tutorial on how to set up macros. Nor did the game clue me into how to stack items or manage my inventory. Speaking of inventory management, while Final Fantasy XI taunted me with greyed out inventory slots and a promise I could somehow unlock those slots, I never knew where to make that happen. At no point did I open a secondary or alternate job. Instead, I was stuck fetching documents for foreign ambassadors as I wallowed, trying to make all of the bolted-on post-launch quality of life additions work in a game that is now eighteen years old. Final Fantasy XI is a game stuck between different eras; that much is not up for debate. Every waking minute you play it, you see distinct styles and teams that have come and gone trying to keep the game alive. It's simply astounding.

And no matter what, the combat is always a hot mess of blurry incoherent nonsense.
And no matter what, the combat is always a hot mess of blurry incoherent nonsense.

This rambling leads me to a point I made in my first post: you should avoid the vanilla questline like The Plague. Because the current meta skews so heavily towards the game's newer systems (i.e., Records of Eminence, Field Manuals, Trusts, etc.), any mission or quest from the game's launch feels like a complete waste of time. As mentioned in the previous episode, my starting hub world was San d'Oria, and most of my vanilla quests involved helping a prince modernize their crumbling empire. In one such pursuit, "Her Majesty's Garden," the primary rewards for this nigh SEVEN PART MISSION were a map of the Northlands Area, 2,000 Gil, and 2,000 EXP. For those wondering, two thousand experience points is a drop in the ocean, and you can get a comparable amount of experience points just by setting up three to four Records of Emminence. Likewise, Gil is useless as the in-game economy has utterly de-emphasized it in favor of guild specific currencies. Finally, we have the map, which you can now buy outright from a nondescript map merchant RIGHT NEXT TO THE MAIN QUEST GIVERS! It simply amazes me how Square-Enix has taken the time to make the end-user experience objectively easier without updating any of the older missions in the game!

Even worse were the times when the game would doll out rewards that were entirely irrelevant to my specific build or character. For those who may have forgotten, my Final Fantasy XI character is a warrior catgirl because if I am going to play a nigh twenty-year-old video game, then I want it to be as much a teeming nightmare as possible. And before you ask, yes, I used a Dexterity-based race for a Strength-based class. Nonetheless, to return to an earlier point, there were more than a dozen or so quests that gave me magical-based items that were all but useless on my character. The real stinger were the quests that provided summons for the Summoner class, a class, mind you, that involves completing a seven-part process, which took me about one hour to complete. Obviously, this quest was entirely separate from the main story and only unlockable after reaching level thirty with my character. So, here I was, just carrying Shiva in my pocket, with no idea on what to do with her!

I get physically upset looking at the inventory management system in this game.
I get physically upset looking at the inventory management system in this game.

That's just one way you can overshoot the intended "path" the game has for its players. With the new quality of life additions, the player has even more unintentional ways to screw themselves than ever before. For example, take me, who entered the city of Jeuno with a character at level twenty-two and ended up triggering the Crystalline Prophecy missions on accident. Normally, I wouldn't even consider exploring the Grand Duchy of Jeuno because Malboros and other horrible monsters guard its entrance. However, because I could summon a mini-army of Trusts and run at triple speed, I was able to blow past the game's standard barriers with relative ease. As a result, I had no idea these optional missions were well out of my reach. Yet, the game still allowed me to attempt them with my puny character. As you might expect, I regretted doing this because of the game's boss design, which we will discuss shortly. Nonetheless, it is another example of Final Fantasy XI not knowing what to do with its conflicting eras. By going to Jeuno and repeatedly dying before I realized I wasn't ready to tackle the city's missions, I lost hours of my time.

Part 12: The Boss Design Is Downright Cruel

Final Fantasy XI is one of the most mean-spirited video games I have ever seen in my life. This game pummeled me into oblivion. I spent months desperately trying to learn every possible macro, job, and viable character build to see as much of it as possible for this blog. I practiced techniques and strategies for hours by repeating low-level missions. I teamed up with a handful of community members with Final Fantasy XI accounts. And yet, the game still managed to make me feel like I was a sorry sack of shit. I cannot even begin to count the number of times I lost levels and experience points (do not worry, my sweet summer child, we will talk about this) due to fucked up boss encounters. And as I tried to understand what I had possibly done wrong, I discovered that this is just how Final Fantasy XI rolls. At any point, should the JRPG gods feel as if you have not provided them with sufficient tribute, Final Fantasy XI will wreck you without warning!

So many choices, so little time....
So many choices, so little time....

Mind you, the solution to many of the game's most challenging encounters is to team up with other players and coordinate raids. Unfortunately, there are two significant issues with this remedy. First, Final Fantasy XI's community is thoroughly entrenched and isn't exactly bending over backward for new players. I was able to team up with two Giant Bomb users that wanted to help me out of the kindness of their hearts, but even they recognized some of the late-game content I wanted to see would require larger teams of players. Second, even with player-based help, you still need to spend hours grinding to make your characters viable for any of the game's post-launch content. Speaking of which, you might have heard on the internet that Final Fantasy XI recently got a new story-based expansion pack. What you might not have heard is that the new content requires characters above level 100. So, for new users like myself, we are still stuck wallowing on shitty quests from 2002 before we can get to the "good shit."

Now, let's talk about the fucked up boss designs in this game. As is the case with any MMORPG of this era, every significant battle revolves around the "Holy Trinity" of MMO character classes: Tank, Healer, and DPS. Furthermore, most boss encounters require you to spend most of your time performing a series of moves to open up limited windows in which you deal damage. This trope can be found in games as old as Ultima Online and even graces modern MMORPGs like World of Warcraft or even Final Fantasy XIV. However, Final Fantasy XI takes this concept to a breaking point. First, the game's user interface is so bad it's downright impossible to tell which buffs or debuffs are on your character while they are fighting. This is a continual source of annoyance as mistiming a single debuff or buff could mean the difference between victory and defeat.

Do not worry my child, we will talk about Absolute Virtue in this blog.
Do not worry my child, we will talk about Absolute Virtue in this blog.

But that pales in comparison to the most significant issue with the bosses: they are cheap as fuck. Virtually every boss in the game starts by inflicting your party and you with a ton of adverse status effects. In many cases, the game only gives you a handful of minutes to resolve these debuffs before you die. And if you are playing the game solo, which I did for the most part, may God have mercy on your soul that your Trusts remember to heal you instead of your other companions. Related, the immunities and spells the bosses have at their disposal are no laughing matter. For example, the "Shadow Lord," who is the main antagonist of the base game, can use every single element as well as darkness. Additionally, he has invincibility frames and stances that allow him to alternate between being immune to physical or magical damage. That last part is especially heinous as you'll often find yourself marching to the margins of the battle, depending on your character's class, waiting to jump in to do damage.

Another aspect of Final Fantasy XI's boss design that drives me up the wall is the game never knowing when to stop. Every single boss in this game has at least three forms, and in a handful of cases, boss battles immediately transition into other boss battles. When I was trucking through the Rise of the Zilart expansion pack, one of the earliest "Notorious Monsters" you encounter is the "Ace of Batons." It alone has two forms, and it fights in tandem with three other "clones." Likewise, after beating all four of these assholes, you immediately juxtapose to a multi-part encounter with Tatzlwurm and Yali. The game doesn't even give you a moment to catch your breath before plopping its ass on your face and shouting, "How do you like these apples?" And I haven't even mentioned how in that boss encounter, you have to worry about an NPC tagging along who can fucking die and cause your mission to fail instantly!

Part 13: The Game Punishing You Harshly For Dying Is The Worst! THE. WORST.

And I love love love love love how the first story boss is an insta-death casting eldritch abomination! That's not fucked up in any way, shape, or form.
And I love love love love love how the first story boss is an insta-death casting eldritch abomination! That's not fucked up in any way, shape, or form.

You might be wondering why I'm making such a big stink about Final Fantasy XI's bosses. Well, there are two reasons for my intolerable grousing. First, they underscore the soul-crushing amount of trial and error that defines large swaths of the game. A boss's elemental affinities are poorly communicated in-game, and their weakness and strengths are mostly unknown until you are in the thick of it. The second and more important point to make about the bosses is how harshly Final Fantasy XI penalizes you for character death. Mercifully, the game changed its rules on character death for levels one through thirty. However, upon reaching level thirty-one, the old KO penalties from yesteryear take effect.

And in case you were wondering, Final Fantasy XI's death penalties are:

A player who is Level 1-30 does not lose any EXP as of the May 2011 update.

A player who is Level 31-67 loses what would have been 8% of their max EXP for that level.

A player who is Level 68 or higher loses 2400 EXP.

Let's return to the penalties for the higher levels. I don't give a rat's ass what some of Final Fantasy XI's defenders might have to say about this, but having a static experience point penalty for character death fucking sucks. I don't care if there are a handful of status buffs I can use to mitigate this penalty. The fact remains, there are circumstances in which your character's death can drop their level. Hours of progress can be undone, at no fault of the player, within seconds. As I hope I have already shown in my previous sections, virtually every part of Final Fantasy XI is designed to work against the player's interests. Boss battles can take hours; fetch quests involve long aimless treks through desolate wastelands; random encounters can spring random TPK inflicting AOE spells. With all of this in mind, there is nothing about dropping the player's level that feels even remotely okay.

But what about the compelling story about a prince about to get stabbed in the back by his shitty brother? What will I ever do if I don't see the end of this story!
But what about the compelling story about a prince about to get stabbed in the back by his shitty brother? What will I ever do if I don't see the end of this story!

Six. That's the number of times my player character dropped a level as a result of dying. And you know what? Let me paint a more exacting picture about one specific death spiral I found myself in the game. I had just turned my character into a level 70 warrior-monk multi-class murder machine. With this "avatar," I finally felt as if I was prepared to tackle the Chains of Promathia expansion pack. However, in the nearby outskirts of Jeuno, I kept running into Malboros. Even if I ran away from one, its highly aggressive aggro allowed it to steamroll me even while I was fleeing. In one such case, I encountered a Malboro, and it inflicted my character with a paralysis-based status effect and just wailed away on them until they were dead. Upon using a warp stone to revive at my Home Point, I discovered I had lost a job level. I was then presented with a choice. I could either grind for hours on low-level enemies to regain that level or attempt to make the same trek once again and use the more challenging encounters to recover my progress.

As you might expect, I foolheartedly plotted a course for Jeuno yet again. After about thirty minutes, I was nearing the full recovery of my lost job level when you guessed it, another Malboro popped up and beat me to a bloody pulp. As a result, I lost a portion of my progress and found myself nearing the loss of another level. Almost comically, or by my stubbornness, I aimed for the same grinding position, but this time was KO-ed by a different Malboro near the area's entrance. This time, however, my death resulted in the loss of my second job level. Shattered, I decided to recover everything I had lost at a windmill farm near Jeuno, but it took nearly two hours to do so. In those two hours, I honestly was at a loss of words to describe how broken I felt. But you guessed it; I was aiming to murder at least one Malboro all by myself. I summoned trusts, popped off every imaginable buff, and even consulted an almost ten-year-old FAQ, all in the name of my bloodthirsty quest for revenge. It wasn't an intelligent thing to do, and this alone is why I lost six levels. But when I finally killed my first Malboro, it was one of the most satisfying things I have ever felt while playing Final Fantasy XI. Nevertheless, the experience reminded me of one of the most forgotten and darkest parts of Final Fantasy XI. This game can and will kill you if you allow it.

And these annoying sacks of shit continue to haunt my dreams.
And these annoying sacks of shit continue to haunt my dreams.

Part 14: Hey, Remember How This Game Almost Killed People?

The grind of Final Fantasy XI is far from a satisfying one. Unfortunately, there are few things in the game that do not lead to some form of grinding. The quests, side quests, social interactions, and horizontal progression require you to sink in hours upon hours into sub-systems embedded into sub-systems. I'm not one to talk, with me being someone on a long quest to beat every single Final Fantasy game that has ever been made. That said, my favorite entries in the franchise have a lot more going for them beyond seeing numbers go up or donning my characters with shinier armor. They usually have lived-in worlds where I feel inspired to explore and interact with NPCs or partake in mini-adventures. Final Fantasy XI provides its players with few tools to interact with its world beyond quaint dialogue sequences and cinematics, which scream their age. And even if you try to appreciate every part of its world, you are going to need to sink in a considerable amount of time to see this skillful worldbuilding.

I mentioned "horizontal progression," but that's a fancy way of saying MMORPGs should have distractions beyond leveling your character. World of Warcraft has pet battling, and Final Fantasy XIV has more distractions than it can shake a stick at, to the point where it is almost to its detriment. Final Fantasy XI does not present enough opportunities to interact with its world outside its core leveling experience. Even the ancillary events and activities are in the name of grinding for gear or eking out new levels for your primary or secondary jobs. The result is that Final Fantasy XI feels impersonal. Even when I tried to kick up my boots in my Mog House, I was immediately greeted with side quests to don my room with plants or fetch quests that would funnel a furniture store owner with raw materials for new barstools. And even then, my room didn't exist within the greater world and instead was relegated to an ethereal plane of fantasy suburbs.

Everyone who told me to set up my macros for a
Everyone who told me to set up my macros for a "better playing experience" can pound sand. This made the game like 5% better.

All Final Fantasy XI has going for it is its grind, and it is a grind that keeps going. I once equated the combat system of Final Fantasy XIII to spinning plates, and that metaphor equally applies to Final Fantasy XI. You pop buffs and debuffs on a regimen that would make a pharmacist proud. You rotate members of your party like a conga line. If I were feeling incredibly "generic," I'd quote Mr. Miyagi and say playing Final Fantasy XI is all about remembering the lesson of "wax on, wax off." Even then, when your character levels up, the numbers go up, and for many, that provides a warm tingly feeling. To the handful of you looking for a massively multiplayer experience that de-emphasizes the human element and doubles down on its mechanics, I can see you enjoying Final Fantasy XI. That's doubly so now the game has provided alternate ways for players to live out its world by themselves.

This detail leads me to the topic of this chapter: this game ruined people's lives. Every part of this game inflicts a distinct loot-grind Skinner Box, and as a result, every conceivable reward dolls out at a snail's pace. That is why it did not surprise me when people shared stories of this game sucking away their souls on my last blog. I get it, because I too, almost fell down this rabbit hole. When I traded out the rags that initially graced my character for iron greaves and scale mail, I felt good inside. The fact this minor improvement took ten real-world hours fell to the wayside, and I promptly set a new target for a dragon helm and winged boots. The job classes range an even more ridiculous gamut. Some involve minor fetch quests, whereas others entail three to four-part adventures that take DAYS to complete. For whatever reason, I decided to make my character a Paladin, and the fact it involved a detailed three-part epic quest, wherein one of the parts took three hours alone, disappeared. I got a shiny trinket, and I felt happy.

I was absolutely flabbergasted to see the game even had a Summer and Spring Event by the time I finally signed off.
I was absolutely flabbergasted to see the game even had a Summer and Spring Event by the time I finally signed off.

Well, for like three hours. At some point, I started to run up against the same fucked up bosses and ruinous random encounters. Here I was, doing what the game wanted me to do, and I was still struggling to tread water. The expansion pack content especially proved problematic as it required large parties ranging in the double-digits and characters with a doctoral dissertation worth of macros and hotkeys. My struggles felt like a reflection of what I perceive as the innate cruelty that defines Final Fantasy XI's design. No one boss best articulates this point as codified law quite like "Absolute Virtue." For those of you who do not know the "legend" of Absolute Virtue, it is by FAR the most notorious boss in Final Fantasy history. The boss's attack pattern could wipe out any "normal" party within turn two and the developers even deliberately "nerfed" any in-game tactics that would make beating it possible. The devs wanted to make a boss in the game that remained unbeatable, not because they had to, but because they wanted to. And when a team of players spent eighteen hours straight trying to beat it, with many passing out and vomiting out of exhaustion, Final Fantasy XI was forced to change its way, but only modestly. Final Fantasy XI only superficially paid for its sins, and that leads me to my next point.

Part 15: Doing Exactly What The Game Expects You To Do FUCKING SUCKS!

I mentioned earlier that I made my character into a Paladin. It is a class I have a great deal of fondness for as it is the class I used in World of Warcraft, and I have a lot of nostalgia for D&D's 3.5E Paladin. So, in this specific case, to create the avatar I wanted for role-playing purposes, I was willing to stomach Final Fantasy XI's Byzantine bullshit just for shits and giggles. Right off the rip, I have no idea why every single quest giver in this game is so fucking hard to find. The lack of quest and NPC markers certainly don't help. Still, Final Fantasy XI derives a sadistic pleasure in hiding every story or quest important NPC in non-descript nooks or far off platforms that can take HOURS to figure out how to navigate. Solemnly, I feel as if I lost a whole hour of my life trying to learn where the fuck the initial quest giver was to start my adventure towards knighthood.

Look... I really wanted this armor.
Look... I really wanted this armor.

No matter, the first task towards becoming a Paladin seemed simple enough: get this quest giver the root of some random vegetable in the surrounding area. I completed this task in about fifteen minutes and initiated the next quest to go to a waterfall. I found the waterfall in about thirty minutes but had no idea how to "prove" I had achieved my journey. I spent approximately twenty minutes aimlessly searching a surrounding cave to pick up some random quest item that would trigger the mission's next step. It was not until after I consulted a guide that I realized I had to interact with some stalactites and collect their "dew." Nowhere in the quest log was there any mention of this collectible. Luckily, the quest involved nothing but level ten enemies, so it is not as if the cave's inhabitants posed any challenge. Nonetheless, given how slow the combat progresses, even the most basic battles can absorb upwards of five to seven minutes.

All of this misery leads me to the final mission in becoming a Paladin, "A Knight's Test." Because this game truly hates me, the quest giver decides now is the time to have my mission steps to be in the form of riddles. Not having any of this shit, I pulled up a guide and discovered I would need to consult a couple of guards in Victory Square. After collecting a bunch of books, I learned that before I could become a Paladin, I would need to obtain a legendary blade called the "Knight's Soul." The last time someone saw this blade, it was in Davoi, a location THREE LEVELS AWAY from the quest's starting location! Eventually, we are going to talk about how fucked up the in-game traveling is in Final Fantasy XI. Still, I cannot emphasize enough how much of your time completing quests involves aimless walks across bleak plains, deserts, and mountain ranges. For this one quest, I would estimate 70% of my time involved walking. And it's not like the game is showcasing a bunch of visually exciting backdrops! It's the same empty fucking fields and drab forests, over and over again!

fuck. this. shit.
fuck. this. shit.

This mission is also a perfect example of how little Final Fantasy XI communicates to you when it gives you a task. Upon entering Davoi, I knew I needed to retrieve a broken sword, but nothing more. I had a general idea it could be found in a disused well, but that's it. Above, I have included a map of Davoi provided by the handy Final Fantasy XI Fandom page, which saved my ass more than once. In the picture I have provided, I will note I entered Davoi from "Junger Forest" by J-6 and needed to navigate myself to the well at E-10. With that in mind, I was hoping you could look at that map and tell me how I get to the well. Don't worry, I'm in no rush and am willing to wait for your answer. Please, take your time. Oh, and before you ask, the overlapping dark portions of the map are the underground or dungeon portions of the environment, and they do indeed overlap and block parts of the "normal" level. That is something you will notice with every single map in Final Fantasy XI, by the way!

Are you ready for the answer? Alright, first, you need to find a broken bridge over at I-8 and find a "transition point" into the underground portion of the environment. After trudging through the lake, you now need to follow the river to J-10. When you enter the "exit" at J-10, your character will warp to the entrance at D-8. From here, you need to march a short distance to a sandy alcove where you can pick up the broken sword. Does the game open a portal that instantly teleports you to the entrance of the dungeon? NOPE! Instead, you need to re-trace your steps back to the entrance a second time before you are able to leave the environment and "cash-in" the sword to unlock the Paladin job. However, the quest giver, Balasiel, then reveals that while your character can call themselves a Paladin, there are another twelve or so quests to complete before you can don the armor and equipment associated with that job. Final Fantasy XI employs this ass-pull garbage with every single one of its sub-classes and alternate jobs, and I fucking hate it so goddamn much! I went through pure Hell to unlock one job only to discover most of its upside is locked behind another ten or so quests. Fuck that noise!

Part 16: Getting Around In This Game FUCKING SUCKS!

Star-crossed lovers in a Final Fantasy game? Say whaaaaaaaaaaaaaaaaaaaaat?!
Star-crossed lovers in a Final Fantasy game? Say whaaaaaaaaaaaaaaaaaaaaat?!

I alluded to this topic earlier, but it is now time to discuss how much it sucks to navigate the world of Final Fantasy XI. It isn't good, and leveling up your characters makes the problem only marginally better. Disregarding walking and using a Chocobo, there are TWELVE separate fast-travel mechanics in Final Fantasy XI. For those of you reading this blog long after its publishing date, it would not surprise me that another two fast travel systems have been added. The immediate issue here is that each of these systems has its own currency. Knowing which currency coincides with the appropriate fast travel system is a complete and total shit show. When I mentioned earlier that Final Fantasy XI has a bunch of post-launch bolted-on nonsense that makes the game's UI and end-user experience WORSE, this is the clearest example!

The first of these systems, Home Points, are the easiest to explain. Throughout Vana'diel, you will find glowing crystals that you can use to warp to other activated waypoints. These Home Points are the most recently added transportation system in the game, and they are one of the few that do not require the player to invest in a dedicated currency. All the player needs to do is walk up to a crystal and activate it, and it will be added to their list of possible warp points. The only thing I will add is that you can tell these crystals were added to the game post-release because they have a higher resolution texture than the rest of the game. You also have the Survival Guides, floating books that you can use to travel to different exterior environments. These books, however, require you to spend either 1,000 Gil or 50 Valor Points. Valor Points are gained by consulting Survival Guides and killing a designated number of monsters.

And in the end, travelling the world post-haste just means you can do shit like collect bee pollen three times faster.
And in the end, travelling the world post-haste just means you can do shit like collect bee pollen three times faster.

Next, you have the "original" cadre of transportation systems. Airships and ferries still exist in Final Fantasy XI, but they have been de-emphasized to such a degree that the once burgeoning airship and ferry hubs are now deserted ghost towns. Part of the reason behind the Final Fantasy XI community abandoning these forms of travel relates to them not reflecting recent changes to the game's meta. The stopping points and "connected areas" for the airships and ferries have stayed the same since the game's launch, and they barely reflect the newer expansion packs. The expansion packs even sport their own warp crystals and dedicated transit systems that live and die within their respective environments. The Rise of the Zilart expansion pack has what it calls a "Proto-Waypoint System" that requires the use of a dedicated currency called "Kinetic Units."

The result is that every attempt Final Fantasy XI makes to "optimize" the player's experience fails miserably. Every time you navigate or discover a new city or hub, you have to go through the same mating ritual of learning the best way to explore that environment. Furthermore, the newer quality of life additions are so shamelessly bolted on that they often break the game's worldbuilding and narrative scaffolding. On occasion, you see icons or portals just hanging out in random parts of the world, and they stick out like a sore thumb. For example, the Cavernous Maws tie in with the Wings of the Goddess expansion, but they still float around the environment with no prompt to clue the player on what the fuck they do! Finally, when I eventually did try to complete the expansion packs, I often struggled to remember what gated transportation systems I needed to interact with to re-initiate those quests after returning to the base game!

Part 17: I Played The Expansion Packs, And That Was A Horrible Mistake!

These fucking guys....
These fucking guys....

I want to make it clear Final Fantasy XI does a shit job of indicating the "correct order" of its post-release content. To make matters worse, the game even starts its expansion packs in the "wrong order." In my case, I triggered the "Rhapsodies of Vana'diel" questline, which is the FINAL MAIN SCENARIO IN THE GAME, before Rise of the Zilart or Chains of Promathia. Likewise, as I wrapped up the launch story missions, I triggered the "Crystalline Prophecy," "Shantotto Ascension," and Abyssea add-ons BEFORE activating the "Treasures of Aht Urhgan." This, in turn, made the game's CONSTANT in-game prompting to gain the Puppetmaster, Corsair, and Blue Mage jobs all the more bewildering. Playing Final Fantasy XI's expansion packs reminded me of my attempts to get into Fate/Stay and A Certain Magical Index. Every second I played them; I felt like I needed to consult a flowchart to know what the fuck I was doing or watching.

What makes all of this confusion even worse is that you can start the expansion packs in any order or sequence you'd like. After getting my feet wet with Rise of the Zilart and getting the basic gist of it, I was able to fast travel to a different location and start Chains of Promathia. At no point did Chains of Promathia force me to go back and finish up my shit in the main story or any expansion content that preceded it. It goes without saying; I found this to be absolutely bananas. Worse, the game has removed the level requirements for Zilart and Promathia. However, the instancing and quest design in both have remained the same. As a result, while you can play these expansion packs at any time, doing so with a character under level eighty would be a fool's errand.

Is it sad that I remember Tenzen better as a Trust rather than an actual character of story importance?
Is it sad that I remember Tenzen better as a Trust rather than an actual character of story importance?

I understand that I am in the "minority" when it comes to playing Final Fantasy XI in the year of our Lord, 2020. However, the game still bears some responsibility in communicating with its players the requirements for its content. In the case of Promathia, there is no longer a level restriction on any Promyvion area. Yet, the game has an unmistakable idea of which order it wants you to explore these environments. So, the fact that it does NOTHING to communicate what that order may be is endlessly frustrating. Likewise, the lack of an in-game "Codex" or "Story Log" drove me fucking crazy. Often, I would initiate different story cutscenes and then be at a complete loss of who any of the characters were or what I was doing to progress their storylines. Other times, I would watch a cutscene and not know which expansion pack or add-on it was addressing, which is a shame because the storytelling in the expansion packs is stellar!

Before we can get to that, we first need to have a long talk about how you even start the expansion packs. First, none of the post-launch content should be attempted with characters below level forty, and that's doubly so if you are playing the game solo. The Rise of the Zilart missions are accessible after attaining Rank 6 in your home nation, whereas Chains of Promathia triggers the moment you install it. As my previous paragraphs have hopefully communicated, this is a problem for a new player like myself. Nonetheless, let's start with Rise of the Zilart as a case study as it is the expansion pack I had the most experience playing. Rise of Zilart pops off the moment you beat the main boss of the initial story. After defeating the Shadow Lord, you find your character magically teleported to the land of Norg. The game is not at all shameless that it could not make its expansion packs an integrated part of its pre-existing world, and I find that thoroughly hilarious. It's even worse for Chains of Promathia, wherein you need to enter the basement of an unmarked tower before the game teleports you to a different continent.

And sometimes the bosses become giant invincible behemoths! As I said, BECAUSE THIS GAME HATES YOU!
And sometimes the bosses become giant invincible behemoths! As I said, BECAUSE THIS GAME HATES YOU!

Admittedly, I went into the expansion packs with realistic expectations. I didn't anticipate they would stray too far away from what I saw from the initial batch of story quests, especially when it came to their design or scripting. I general, my anemia proved correct. Most of what I played involved long treks to collect far off MacGuffins prophesize to defeat a legendary evil. Nonetheless, I was taken aback by how obvious it was that Final Fantasy XI has seen "leadership changes" during its lifespan. While the expansion packs certainly devolve into aimless fetch quests, they also have a lot more elaborate level design than what you see in the rest of the game. Often, this works for the game's benefit, but not always. The game's newer content is trying to do far more complex things with the same tools and assets Final Fantasy XI had when it launched in 2002. In some cases, I found myself breaking the game's mission scripting or marveling at the game's internal gears grinding to a halt.

Part 18: Have I Mentioned How Much This Game Hates You?

In a little bit, I will share why I was pleasantly surprised by Rise of the Zilart and Chains of Promathia's storytelling and narrative plot beats. At the same time, I still do not think you should play either. It took me the better part of a month to create a character capable of scratching these expansion packs' surface. Each requires a massive time commitment, and I am not ashamed to admit I did not finish either. Additionally, as "quaint" as I found the game's attempts at worldbuilding, I would be hard-pressed to say it properly holds its own against other numbered Final Fantasy games. When I say Final Fantasy XI's storytelling is "cool," I mean it the same way you call an over-excited high school English teacher who enjoys teaching Kurt Vonnegut "cool." Likewise, Final Fantasy XI's pacing is downright atrocious at times. The cutscenes often feel excessive and clock in at around ten to fifteen minutes and are usually only found at the beginnings or ends of the more involved questlines.

It amazed me how quickly the pirate expansion pack sucked the wind from my sails when it revealed itself to be a raid-focused add-on.
It amazed me how quickly the pirate expansion pack sucked the wind from my sails when it revealed itself to be a raid-focused add-on.

More importantly, all of the content in the expansion packs is soul-crushingly difficult. Even the basic encounters can stun-lock your character into oblivion if you are not prepared. In the case of Rise of the Zilart, after you spend three or four missions wining and dining with the major NPCs, the game promptly plops you into a dungeon full of level sixty enemies. Somewhat humorously, the game calls this location the "Den of Rancor," and it is conveniently next to the "Sacrificial Chamber," and both thoroughly kicked my ass. Part of the reason for this is that the expansion packs are far more interested in having you solve complicated puzzles than the original game. These puzzles involve a lot of backtracking and frantically checking every corridor for a quest important object or trinket. With this, the likelihood of the game randomly springing some cheap bullshit on you jumps exponentially.

Speaking of which, we need to talk about the "Notorious Monsters." Every significant location in Final Fantasy XI has the chance of spawning a monster that is one thousand times harder than what you usually encounter in that environment. These monsters are a real issue in the expansion packs as their spawn rate is higher than in the base game. And to echo an earlier point, the penalties of dying feel especially harsh while playing the post-launch content. Getting offed by these monsters is incredibly demoralizing as you cannot plan for them as they are anachronisms when compared to their surroundings. To highlight, when I entered the "Sacrificial Chamber," I encountered a trio of level sixty Tonberries that ganked my character and then stabbed her to death. My defeat almost dropped my character an entire level, and I had to re-do about thirty minutes of quest progress due to that setback.

This guy can suck shit from a lead pipe labelled
This guy can suck shit from a lead pipe labelled "shit delivery system"

This happens all the time, and it never stops happening. Every single goddamn dungeon is happy to pull this kind of cheap bullshit on you. It is not some fucking secret that Final Fantasy XI veterans don't know about; everyone I have talked to who has played this game nods their head when I tell them about my Tonberry experience. So, because I did not know any better, I thought the solution was to continue to power grind my character and hope, at some point, they would "turn the corner" and be able to lay waste to everything that stood before them. When I started the first boss dungeon in Chains of Promathia, I discovered that one of the bosses has an ability that drops all of your party members to 5% health. That's just a thing it can do. When this happened to me the first time, my character fucking died within seconds because they were afflicted with a negative status effect that dropped them to zero health before I could do anything about it. And Final Fantasy XI's cutscenes removing all prior buffs and positive status effects upon starting a storyline boss battle is horseshit!

Another issue that always pissed me off is how easy it is to break the expansion packs' mission scripting. This game is almost twenty years old, and it still has some launch-era bugs and glitches that its development team has never fixed. Because the expansion packs are still working within the game's initial PS2 architecture, they struggle to keep their patchwork together at times. For example, during Chains of Promathia's "Below the Arks" mission, I accidentally entered a different Promyvion zone before beating the boss encounter required to end the mission. In doing so, I got credit for exploring the environment and successfully created a "memory," but the quest remained incomplete. To add insult to injury, I had to start from scratch upon re-entering the level to reach the boss again. As a result of my fuck up, Harith would not offer to convert Recollections into Anima to make the boss encounter easier. Which, I will tell you, was a massive BUMMER!

Part 19: After Fifty Hours, I Started To Understand The Appeal Of Final Fantasy XI

While discussing Final Fantasy XI's story, I will use videos from other Final Fantasy XI players to support my discussion. In the first clip, you will find a YouTuber, Ruaumoko, reviewing the current lore of Final Fantasy XI. As you watch that first video, you'll notice how complex Final Fantasy XI's inner machinations become as you get deeper into its post-launch content. With the second clip, I have a compilation video of every cinematic and cutscene in the Rise of the Zilart expansion pack. Rise of the Zilart features over an hour's worth of cutscenes and dedicated storytelling. For a pre-World of Warcraft MMORPG, that is simply amazing. I certainly think EverQuest is the MMORPG that started the industry trend towards cinematics and substantial worldbuilding with the MMO genre. Nonetheless, Final Fantasy XI deserves its share of credit for laying the groundwork for complex storytelling in an MMORPG. Now, that statement comes with a ton of caveats, but I say it both honestly and earnestly.

Admittedly, there's a ton of "noise" you need to process when you tackle Final Fantasy XI's expansion packs. The game rattles off an endless stream of proper nouns, and it rarely, if ever, provides an appropriate amount of frontloading when dolling out its lore. Characters appear and speak to you for upwards of ten to fifteen minutes, and very often, you will never have significant interactions with them again for hours upon end. That said, this is a game that impressed me with what it does with the limited toolset it has at its disposal. Despite its lack of voice acting, the characters pantomime in an expressive enough way where I never struggled to understand their intended or conveyable emotions. Likewise, the quality of the writing, while riddled with techno-babble, is incredibly well-done. Some of my favorite moments in Final Fantasy XI occurred when the game provided me with opportunities to listen to elaborate parables from wisened sages or flamboyant tales from iconic figures like Gilgamesh or Shantotto.

You are surprised that there are crystals in a Final Fantasy game? Where have you been?
You are surprised that there are crystals in a Final Fantasy game? Where have you been?

Chains of Promathia is the obvious example of the best and worst Final Fantasy XI has to offer. On the one hand, it provides a diverse ensemble cast with a vivid assortment of new environments. Each location attempts to sweep you off your feet as it conveys distinct cultures and societies that are unlike anything you have seen before. On the other hand, it is inscrutable in its design, and its ambitious narrative is often too big for its own good. I think I have already made the case that the expansion packs are cruel and unusual punishment for their difficulty, so I'll stick with that last point. Final Fantasy XI violates the classic axiom of "brevity is the soul of wit." It has a lot to tell you, and once it gets started with a new plot beat, it doesn't know when to stop. Promathia has SIX new locations, all with sub-regions and their own distinct naming conventions. On top of that, it also sports TWELVE brand spanking new "zones" that immediately get added to your fast travel system without warning, thus making an already cluttered system even busier. Then, there are the nigh dozen new named characters and the quest specific NPCs that you have to remember if you have any hope of seeing the game's end content. It's a lot to take in for veterans of Final Fantasy XI, let alone a neophyte like myself.

Again, I want to give the game credit where credit is due, but I struggle to do so because it often funneled me into death spirals or elongated cutscenes. To highlight, when I first entered the duchy of Jeuon, I had a specific task I wanted to complete. However, the game had other plans and decided to introduce the "Crystalline Prophecy" add-on. The nigh twelve-minute introductory cutscene, which has a dozen new characters and proper nouns to boot, caused me to lose track of my initial endeavor. However, this cutscene never appropriately conveyed that this add-on boiled down to a series of missions that involved slaying several Notorious Monsters. Had I known this fact from the onset, I would not have bothered with it in the first place. The same goes for Treasures of Aht Urhgan. When I saw the introductory cutscene for this expansion, my interest piqued at the prospect of living out the life of a swashbuckling pirate. However, this excitement plummeted when I discovered it was a guild-heavy add-on that emphasizes the game's raiding and fortress mechanics. There's so much beautiful storytelling to get out of this game. Unfortunately, you have to tolerate A LOT of the game's innate bullshit to see even a sliver of it.

Part 20: Don't Play Final Fantasy XI

I will say, some of the late-game worlds and environments are absolutely stunning.
I will say, some of the late-game worlds and environments are absolutely stunning.

It has been a long time since I have unequivocally told my readers to avoid a Final Fantasy game. I certainly have a reputation of being more pessimistic about the Final Fantasy franchise than most fans, but I rarely implore my viewers to straight-up "skip" a game. The last time I can think of issuing such a declaration would have to be Final Fantasy II. So, it is with little to no hesitation that I say none of you should play this game. Don't do it. Play Final Fantasy XIV instead of this messy relic of a bygone era. Every part of its design feels mean-spirited and downright cruel. While decent, the story requires an insane time-commitment I could not fathom even during my earlier years of life. And what is the upside to that investment? A handful of characters and cutscenes Final Fantasy XIV has done better ten times over?

Look, if you are someone who is currently playing Final Fantasy XI and are enjoying your time, you do you. I will not tell you to spend your time elsewhere because you've likely made your "decision," and nothing I can say will change your mind. Such is the case with anything you feel passionate about and have spent hundreds, if not thousands, of hours playing. Yet, if this is the first time you are reading about Final Fantasy XI, and you are looking for a fun experience with a beautiful world and memorable cast of characters, be aware, there is nothing here for you. You are going to have to wade through reams of text and low-poly textures and character sprites to find even a fragment of a good story. All the while, you will have your soul crushed time and time again by cruel boss encounters, Byzantine quests, and endless grinding that leads to nothing. Nor does Final Fantasy XI rise to the occasion as an example of "responsible game design." Instead, it expects to be the only thing you play in your life for months upon end, and if you are not willing to do that, you will NEVER see that which has enamored the community that continues to stand by it for the past eighteen years!

Come on Final Fantasy XI fans, I can take you! (P.S., I love you all very much from the bottom of my heart)
Come on Final Fantasy XI fans, I can take you! (P.S., I love you all very much from the bottom of my heart)

I can almost predict what defenders of Final Fantasy XI are going to say as they read this blog. They are going to type away that this game made sense when it first came out and that by playing it today, I lack the proper context for understanding its appeal. I heard these sorts of comments on my last blog, and I can only assume I will listen to them again with this post. Let me make something nakedly apparent to all of you: I'm sick of these comments. I'm sick of them. I'm sick of saying I hate Final Fantasy XI and countless people telling me to "relax. I'm sick of people saying I need to show respect to an almost twenty-year-old game. There's nothing "respectable" about a game whose customers collapse in exhaustion more often than fucking Life Alert's. If Final Fantasy XI was something worthy of respect, then why did none of its mechanical ideas carry over into the rest of the MMORPG landscape? What big-budgeted MMORPGs cite Final Fantasy XI's design as their source of inspiration? What from this game amounted to anything sustained and visible in both the franchise that its name comes from and the video game industry in general?

Don't tell me how to feel about this game. Fuck this game. This might have been one of the most miserable playing games bearing the Final Fantasy name I have chronicled since Final Fantasy XIII. And at least in XIII's case, it committed to a single era of game design. Final Fantasy XI, at least today, is a fucking mess. You can tell as you play it that the game's design team has turned over to a different group at least five times. There's nothing in it you are not better off experiencing elsewhere, especially considering we live in a world where Final Fantasy XIV exists. When I die, I want Final Fantasy XI to lower me into my grave so it can let me down one more time. And as I wrap this series up in a fit of rage, I'm only now beginning to come to terms with my next blog series being about Chrono Cross.

Fuck. When am I ever going to be happy on this website?
Fuck. When am I ever going to be happy on this website?

42 Comments

43 Comments

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rorie

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THAT IS A LONG BLOG! I barely got past level 12 or 13 in FFXI, I think. Being forced to level in groups was super annoying!

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Efesell

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Edited By Efesell

Absolute Virtue represents a bad mindset in this genre that still persisted longer than it should even into WoW. If your player base discovers a clever way to circumvent your elaborate puzzle boss then you just gotta hold that and learn from it.

Anyway they brought him back in XIV as a major boss in the area they designed to be a FFXI throwback. They did a pretty good job evoking XI in that area down to the part where it's mostly just kinda tedious.

The boss is pretty cool now though.

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eccentrix

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Did you mean to say "tired and true"?

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Mamba219

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Nice! I think we can safely dub thee: "Master of Hyperbole."

Jokes aside, this does sound like the real deal MMO experience. As someone who dabbled extremely briefly (I think I got to like, level 15) in FFXI around 2003, it's staggering to hear they've more or less just stacked the new expansion content on top of itself without ever going back and balancing the old stuff.

Hope you enjoy Chrono Cross, it's one of my favorites. Thoroughly dumb with its party members, but man does it have a good soundtrack. Probably the best in the history of video games.

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ksshaezer

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Edited By ksshaezer

"This time, however, my death resulted in the loss of my second job level."

No. This particular bit is either wholesale fabricated to talk smack about the game's experience-loss mechanic as if it's 2006 all over again, or you're leaving out so much information to the reader it may as well be.

For one, considering your character at the time of the quoted story was Level 70, you're apparently attacking monsters less than half your level, which neither even give experience in the first place or are even aggressive to you by then. I can... probably believe you're actually trying to farm in the Wings of the Goddess areas, which is a significantly higher level range in an expansion - however, you're also talking about running to Jeuno, which leads me to believe you're in the original vanilla-game areas.

If that's true: you actually died to that? At Level 70? Seriously?

Second, by your own writing, you lose at most 2400 experience per death. (In my personal experience playing this game, it's been 600 experience lost at 99, but I may have some leg up on you I've forgotten about, so, sure. Let's still say 2400.) From the same wiki you quoted this from, looking up your levels in this anecdote, going from Level 69 to 70 would be a total of 32000 experience. You mention losing two levels to this.

You lost a level, and through self-admitted stubbornness, apparently proceeded to die in this exact same manner, at the very least, thirteen more times in a row.

The experience-loss mechanic in FF11 is insane and stupid, there is absolutely no defending it. However, in the current environment of the game, between an increased kill speed with Trusts (of which you should always have when fighting as often as possible) and increased experience gains overall, the loss on death is so far defanged it's rare to actually lose a level at all, much less be unable to bounce back with absolute ease - yet you're presenting level loss like it was some ever-looming and constant threat the entire time you were playing.

The game is an absolute beast in newbie-unfriendly entry barrier on so many levels it's hardly worth playing outside of historical-relic curiosity, simply because the development of MMOs in general has progressed so far past 11's hideously-apparent Everquestian roots, but from a continuing player, at least try not to misrepresent it this bad.

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Nodima

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I'd wager that you'd like Chrono Cross if it attempted to explain itself...at all.

Super imaginative art design and some of the best music in the medium, though. And I do have a soft spot for the combat system and many of the characters due to it being a constant weekend rental as a kid. But I'm also the guy that decided he wanted a PSX because of Final Fantasy VIII and then considered that his favorite game of all-time for over a decade, so...I have taste in Square RPGs s'all I'm saying!

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Lajiaya

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I am a bit surprised you managed to lose enough exp to level down, but I feel your experience with FFXI is fairly unique for new players in the modern-FFXI era.

Most new players arrive because they have friends who play it and want them to try. Those friends will usually then use methods to get the new player to level 99 as quick as possible (which can be done in a couple hours if you know what you're doing), because the journey to level 99 (and basic gear ilevel 119) is not the real grind.

The real grind is fine-tuning all your gear sets and building ultimate weapons, which is where gil becomes relevant. Buying all the mats you need to complete an ultimate "rema" weapon can cost you 100 million gil or more depending on your server and the weapon. You can of course farm those mats, but doing so is usually unrealistic.

To be reductive (I guess) I'd basically agree with you that the story/lore is the attractive thing about the game, and not the actual gameplay (the ending credits to Rhapsodies of Vana'diel always makes me tear up). But I also have to get that piece of gear I want so my job does more damage faster, or helps my party survive better.

Most new players don't stick around for more than a few months in my experience (there are exceptions) even if they have friends on the inside who power-level them.

I started playing in 2010 because of a free trial, and in anticipation on FFXIV coming out later that year. But I got really invested in XI, probably because I was a kid with a lot of free time. And if XIV 1.0 didn't completely suck, I most likely wouldn't still be playing XI today. I bet it wouldn't surprise you if I said that FFXI is simultaneously my absolute favourite and least favourite game ever.

Sorry this post ended up being a train of thought. I love this game, but someone coming to it new and sticking with it NOW seems impossible.

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Fawkes

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"They are going to type away that this game made sense when it first came out and that by playing it today, I lack the proper context for understanding its appeal."

Yes hello I'm here. It almost sounds like you tried to go in blind and avoided looking things up unless you had to. Even in 2003 everybody was looking stuff up and asking other players for information. Most of your problems seem solvable. Finding out what quests unlock what, or where to go to start a particular mission is easily obtainable information on any FFXI wiki. If you're getting aggroed by Malboros you can use sneak to avoid getting aggro, although if you have to go past aggressive mobs you might want a different EXP camp, and there's probably a million guides on "best FFXI exp camps" at this point, and hopefully you're doing records of eminence and fields of valor and using an exp ring. If someone told me they were going to do the paladin quest in Davoi, I would tell them to be sure to bring sneak/invis and a scroll of instant warp (you can get one for free every day), or any of the numerous other items like warp cudgel/teleport rings/chocobo stable scarves/event items that can safely transport you the heck out of there (when I did that quest back in the day, I went with a group of friends, one of them was a black mage, and once we all got our item he cast the black mage spell 'Escape' which does the exact thing you asked for in teleporting the party to the entrance of the dungeon).

I would probably equate exp loss to losing souls in Dark Souls, at least conceptually. Obviously it represents a greater loss of time. But it exists to make the world dangerous and give exploration and carelessness real consequences. And clearly not everybody hates it because FFXIV has it too, in the 'Eureka' content and also sorta in the more recent Bozjan Southern Front.

Also, while Home Point teleportation is the most recent teleportation system, home point crystals themselves have been in the game since it launched. They just used to only be a thing you clicked on if you wanted to show up there when you died.

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mikachops

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Edited By mikachops

Ragnarok Online did the lose experience points on death thing back in the day too and it sucked so much there. Made exploring and grinding a nightmare, so you have my sympathies.

From memory, it was 1% which doesnt sound like too much, but often 1 enemy would give you only 0.01% xp at points with only a handful of those enemies close to each other... i remember a lot of wasted nights trying to level up in that game ;__;

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bigsocrates

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Edited By bigsocrates

Reading this made me kind of nostalgic for my time playing Everquest half a lifetime ago. I remember EXP penalties on death well, but in EQ there was another major issue, which was corpse decay. When you died you had to retrieve your corpse and if you didn't and it decayed you'd lose everything on it. I don't know if that's a system in FF IX but...oh boy. I never actually had a corpse of any value decay but there definitely were people who lost items that had taken them days or even weeks of real time to obtain because they died and couldn't log back on.

One thing about Everquest that I suspect was somewhat true of FF XI just based on the time it was released is that it was never really intended to be played fully solo. You were supposed to party up, and even if you didn't party up there were players out in the world you could and were expected to work with. Clerics could resurrect you, cutting down the EXP loss. Druids and Wizards could teleport you. Necromancers could summon corpses. There was a whole player economy built around these things. I would imagine that back when the FF XI zones were more populated it was a very different and less hostile game.

That's not to say that there aren't baffling or bad design decisions, but many of them were made with a totally different player environment expected, and I'd imagine that makes a huge difference to what the game actually feels like.

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development

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Edited By development

ahahahahaha

That Dark Dragon was where I quit. It wiped my party once and I think that was the end, because the run up to it was a 30 minute mob-management near-death cock-tease. It's a foggy recollection, though.

Chrono Cross is fun you will like it.

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2020: "Final Fantasy XI is mean"

2004: Bahahahahahahahaha

As a long time player of the game, I'm not going to regurgitate the same arguments that you've heard. I also don't think speedrunning the game almost 20 years after the fact puts you in a credible position to critique it either. Your opinion has some value as a cautionary tale for newbies to stay away, but not much else to be honest.

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ZombiePie  Staff

I'm going to go ahead and deal with a portion of the comments in this blog out of order because I feel there's a specific point of order worth addressing before processing the other comments.

2020: "Final Fantasy XI is mean"

2004: Bahahahahahahahaha

As a long time player of the game, I'm not going to regurgitate the same arguments that you've heard. I also don't think speedrunning the game almost 20 years after the fact puts you in a credible position to critique it either. Your opinion has some value as a cautionary tale for newbies to stay away, but not much else to be honest.

"This time, however, my death resulted in the loss of my second job level."

No. This particular bit is either wholesale fabricated to talk smack about the game's experience-loss mechanic as if it's 2006 all over again, or you're leaving out so much information to the reader it may as well be.

So, I'll own up to possibly getting the numbers wrong here. It's been months since this specific "incident" occurred and I didn't write anything down in my notes. It happened, and I stand by my general sentiment that an EXP penalty for dying is a bad mechanic all around. Full disclosure, that part of my playthrough of the game is a bit fuzzy for a handful of reasons, the primary reason that I had two prostate biopsies as part of a cancer screening during the early phases of the pandemic. I was fully in the recovery stage and at the very least, I can verify I am cancer free and likely have been. It does not change the fact that the process kicked my ass... very literally.

What I will absolutely refuse to concede is that this game cannot and should not be criticized by outsiders looking in. Sure, the community that has stood by it is content with what is currently put forth by the game. However, as something Square-Enix continues to charge a monthly fee form, there is room for recognizing the game's lack of an on-ramp is a massive problem and a total lost opportunity considering how much they have put into the game in terms of pure production values and storytelling. The game would benefit from greater exposure, but that's not happening if it is allowed to "coast" in its current form. Likewise, you will notice in the last chapter of this very blog how I concede to virtually everything you have present as your argument in defense of the game. That's why I wrote this:

Look, if you are someone who is currently playing Final Fantasy XI and are enjoying your time, you do you. I will not tell you to spend your time elsewhere because you've likely made your "decision," and nothing I can say will change your mind. Such is the case with anything you feel passionate about and have spent hundreds, if not thousands, of hours playing.

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Seikenfreak

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Edited By Seikenfreak

*evil smug laugh* It is I, again, from your previous FF11 post! I read the whole thing this time. I don't know why you subjected yourself to this.

You've heard it all before lol It's a different time and place now. The gameplay and time investment curve was pretty normal for an MMO in its time I think, and it was visually impressive. I remember my friend and I lusting over the benchmark and my PC could barely run it. I said it previously I think, but I still think this game looks good. It has a great PS2 era aesthetic. It has a certain style and feel to it that I find often better than other, and even modern MMOs. Especially something like WoW, which I still think looks horrendous.

But yea, time and place. Playing this game solo is entirely the wrong way to do it. All this garbage they've bolted on sucks and gives people the wrong idea. All these annoying, insta-kill mechanics were why you had to find good players, with decent gear, but more-so just knew what they were doing. How/when to stun. When and how much to heal. Being ready to cure debuffs. You coordinated with a team of 6-18 people. Its not unlike the harder content in newer MMOs. A general fear of death (I wouldn't say the XP loss was ever a particular hassle, more-so it was the loss of time getting to a remote part of the game world) helped the world feel dangerous and required sound decision making. Also, you use Sneak/Invis for everything. Those spells removed a lot of the risk you talk about in traversing the world. Except for them god-damned True Sight/Sound enemies! There are soooo many caveats to the various mechanics/design stuff you've mentioned here, but I'm sure you don't care to hear them lol

It's safe to say the response new players get from former-FF11 players when they talk about their experience in modern FF11 comes across as negative or harsh. At least from my perspective, it's only because the writing usually makes it sound like this game is and always was unapproachable trash. So the unacquainted happen to stroll by here, give it a read, and think.. "God, this sounds horrible. I don't know why anyone would ever touch this. Everyone I know who has mentioned liking it must be fucking psychopaths.." because the stories come across as so matter-of-fact I guess.

  • Should anyone new go play Final Fantasy 11 now? Nope, with the exceptions that:
    1. You've played old-school (i.e. pre-WoW) MMOs before
    2. You go play on a private server that maintains the game as it was originally designed
    3. Have at least two other real life friends who will honestly and reliably commit the time to play together as a group. Not unlike people do with any modern game-as-a-service title.
    4. You use the FF11 wikis
  • Was FFXI an awesome Final Fantasy MMO for about 10-12 years after its release? Fuck yes

But I'm impressed you are really sticking to your guns and legit playing all these titles. This is no doubt the most time consuming/difficult of them all. Though I'd argue 13 and 15 would be far more painful and ugly entries.. ;) You've earned a rest.

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theuprightman

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Another very interesting read, thank you

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FrodoBaggins

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Edited By FrodoBaggins

I never played FFXI (why would i, why i had the real deal MMO in EverQuest?) But there is certainly alot that modern MMOs could learn from FF11 and that golden age of MMOs

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Efesell

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Edited By Efesell

@frodobaggins: What would you say that is?

Because in my experiences the MMO genre is one that has largely only taken steps forward.

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FrodoBaggins

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@efesell: hehe i guess we are on different ends of the spectrum. I would take EverQuest, vanilla WoW, FF11, Dark of of Camelot etc over every new MMO. Their design philosophy speaks FAR more to me

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Efesell

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@frodobaggins: To me this says that the Golden Age of MMOs was when a game could be my only job.

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FrodoBaggins

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Seikenfreak

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@frodobaggins: Going to side with Frodo here. I'd rather a huge, sprawling MMO existed that I wish I had the time to play, instead of a "snack-sized" experience that I don't have any interest in playing even if I had the time. It seems kinda crappy for someone with a lack of time to deprive the people who do of what they want :P Also, if I enjoy something enough, I will make the time for it.

That's not to say FF11 is what I want now. I just wish someone would make a new MMO that didn't follow the modern, "theme park" and microtransaction framework. And didn't have a "small" budget, like these more niche modern MMOs kinda have. Make it $30/month, make it good enough to justify that cost, and people will play it. I firmly believe in "If you build it, they will come" for most things in life.

@zombiepieAnd damn you for writing about this again, because now I keep thinking about reinstalling that private server and playing it some more, assuming the character I started is still on there.

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Efesell

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Well, I miss the days when I could devote that kind of time to a game but I don't think that says anything about their design quality.

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Mezmero

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Never played FF11 but I remember wanting to at the time. Back then MMOs were still a fun novelty that not everyone had access to. No offense intended but I think you're at a very strange age to have suddenly gotten into Square RPGs over the past few years, let alone their first attempt at an MMO. I myself still want to try getting into FF14 at some point but I'm still eternally swamped with stuff to play. Chrono Cross is an interesting if not confusing game in my memory. Should be a fun throwback though I can also see a reality where you nitpick it into oblivion.

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FrodoBaggins

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bigsocrates

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@efesell: There were a bunch of things that were great about old style RPGs even for people who didn't want to invest their whole lives in them.

1) The world felt truly dangerous. When dying had consequences there was a lot of tension in moving through the world and doing things in areas above your level. This was actually more true at lower levels than high level. I still remember the Rivendell run from Qeynos in Everquest where you had to pass through a number of mid level zones to get to a better place to level. Praying your invisibility wouldn't run out, the true fear when you saw your first hill giant, all the rest of it. Easier modern games just don't have that tension because death doesn't mean losing hours of progress. It's a double edged sword and you can say that it doesn't respect your time, but what it actually does is try to give the game actual practical consequences as a means of creating immersion.

2) The games pushed people to group up more. Most modern MMOs can be played solo, and in some ways that's good because online randos are mostly trash to group with, but in others it's bad because you're less likely to actually make friends, and the classes are less differentiated. Of course people still group up, but not having to just makes them less social experiences, partially for better, but also for worse.

3) Making the world feel vast because there are parts of it you may never get to. Lots of people played and enjoyed these RPGs without ever reaching max level or seeing everything. That's actually not a bad thing because it makes the world seem kind of limitless. Sure you may spend most of your time in the plains of Karana but you meet high level characters who've seen much more of the world and again it adds to immersion. Now that the games have like plots and intended story paths you churn through all the content and it all feels less like a virtual world and more like just another video game. I remember hearing rumors about Guk long before I got there, and then when I got there it felt like somewhere special. And that was a relatively low level dungeon. The higher level stuff felt even more impressive because it took so much time.

All of these elements benefit players of every level and commitment. You don't need to reach max level to have ancillary benefits from that kind of content being out there. There's also the benefit of making the leveling up experience feel meaningful and take a long time. It might take years to reach max level playing sporadically and that is a long and meaningful journey, as opposed to modern WOW where many people just boost to max level or rush characters through in a couple weeks.

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Efesell

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Edited By Efesell

I mean to be honest that sounds like romanticization to me. Finding hidden positives or fond memories in worse game design.

Like I'm not going to challenge those experiences, if you felt that way about those games then that's great. But I came to the genre as these old designs were dying, FFXI was the last MMO I played that's really of that mold and it's hard for me to see what you describe as a positive given what you have to work with in those games to find it.

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bigsocrates

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@efesell: I don't think it's romanticizing anything, especially since there's clearly a market of people who want to play Vanilla versions of those older games and even run private servers to do it. It's a different experience and it appeals to a lot of players. I will grant you that it may partially be a time and a place thing. My main MMO experience was with Everquest, which was the first game of its type. It was a magical world that I inhabited for about a year and it was like nothing else I experienced. It's not something you can repeat in subsequent games though (my WOW experience was much less enthralling) and also it was helped by a different internet where not all the secrets propagated immediately and there wasn't as much of a social media rush to be the best and show everything off. It may not be possible to recreate that experience in 2020 with a billion Youtube videos revealing all the cool corners of the world and everyone looking up how to minmax everything.

But I don't think concepts like "meaningful consequences" or "pushing people to group up" are outdated in the least. They're just not as popular because they're things that appeal to a smaller niche of the population, which mostly wants things to be relatively easy. There's nothing wrong with playing to the mass market, but it doesn't make those other choices invalid, or the people who prefer them wrong.

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Efesell

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I do wanna just say that all MMOs push you to group up, still.

A 100% solo player in any of the MMOs out now is going to have a very defined journey through the game. WoW will stop at the level cap, FFXIV will stop in about a few hours.

The main difference is how you find those groups and I see people wax nostalgic about the games community and how it has been tainted by impersonal things like matchmaking or what have you. I have distinct memories in FFXI of sitting in a hallway for hours waiting for an open slot to show up in a zone that I was in. Or being one of another dozen people spamming chat about LBRS in early WoW.

Group finders kick ass.

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Seikenfreak

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Edited By Seikenfreak

@bigsocrates sums up my feelings about the changes in the genre pretty well. The gameplay and worlds had a sense of scale beyond what you get these days. And that isn't because the worlds are actually bigger per say, but just because everything is so easy to access now the ease and speed of transportation and a general sense of safety when just exploring where ever you want. I barely played Everquest back then, which I'm kinda bummed by, and I did make some progress in Ultima Online, but I couldn't say how much that really was. I know I had my own house (a small stone tower) in the woods, somewhere in the world, no idea how I was able to afford that.. but damn. It still gives me goosebumps to think about that. My own little safe space, organically placed in the world, with actual neighbors and such. It's just one example.

I dipped my toe into a handful of MMOs back then but nothing truly stuck until one day, after giving FF11 a try a couple times over a few years, when I made a connection with a group in the dunes and they helped me get the ball rolling on my character, and I tried to tag along and help them when I could. It was glorious. People would hop on, we'd figure out what we wanted to do as a group (leveling, working towards a specific piece of gear for someone in the party, a story mission etc). And it's not like we were sitting and BS'ing about our real lives why we went about our business like it was some podcast game (at least for me). We didn't do voice chat either. Just focused on the game and talked about that. I realize now, after having spent more time with groups and done the voice chat thing, I really prefer a lack of non-game social interaction lol For me at least, it bogs down the experience when people are just rambling on about random, mundane crap in their personal lives, hearing their screeching children in the background, or starting drama in the group. I'm here to play a game, get immersed in it, and escape all that junk lol

Anyway, that was a tangent. I've spent years playing FF14 from the very beginning, but it feels like such a hollow experience. I love a lot of stuff about that game, except for a lack of.. substance? The treadmill. The obsolescence of everything so quickly. The tired and formulaic design/structure. Item levels (ilvl). All that stuff in all these new games-as-a-service genre. I gradually fell off FF14 the last couple years, and at this point I just get a new expansion when it comes out, play it through to hear the new music, cool areas, and I guess the story? And then move on. Not a very long term satisfying experience.

K stopping myself. I could ramble on about this stuff all day.

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styx971

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i haven't played ffxi in about 11 years so its interesting to hear of certain things being so different. that said idk where i would be in life if not for this game. i met my now ex-husband in a crawlers nest party on phoenix server and within a yr of that i stopped playing ( we were married for 3) what killed my fun with it was the deleveling/loosing exp on death issue and even more-so the fact that you couldn't use whatever sub-class you enjoyed and get a solid party. at the time my main was a warrior since it was my 1st go and war/mnk was pretty good for a low level group but after a certain point everyone expected war/nin and frankly i hated it so after a while it was just ...not fun. i tried 14 at release tho cause i really loved how FF does jobs you can change vs just a 100% new character/reroll like most other mmos but i think alot of us know how bad the original launch of 14 was and while i personally actually enjoyed the bit i played of it pre-chocobo update a yr after and the monthly sub kicked back in ive yet to bother going back to an mmo since. still if not for ff11 and that crawlers nest party my life wouldn't be were its at today and pandemic being an obstacle aside i'm engaged again and with a better man so its hard to hate the game looking back on it.

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FrodoBaggins

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I LOVED things about older MMO design, that newer ones dont follow so much. Losing xp on death, corpse runs, huge journeys on foot, explicitly requiring groups to accomplish things, downtime, how dangerous the world was, no party finder, no cross server play etc etc.

I love all these things and are what made MMOs truly a special thing to experiance for me

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Lajiaya

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Small correction, but the NM that made players sick because they were fighting it for too long was Treasures of Aht Urghan's mega boss Pandemonium Warden, not Absolute Virtue.

PW is a mega boss that has multiple phases where it transforms into every major boss from that expansion (10 total) in a sequence one after another. So it's basically a boss-rush boss.

SE updated that boss after that incident so that if you don't beat it within 2 hours, it will automatically despawn.

Everything else you said about AV is basically true though. But it was more that people for a long time couldn't figure out how to defeat it, not that the fight itself took a long time like PW.

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Seikenfreak

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Edited By Seikenfreak

@lajiaya: Ahh yes, I knew something sounded off about the Absolute Virtue stuff. Thank you for refreshing my memory.

I also feel like a lot of people liked the story of Treasures of Aht Urghan..? Is that just in my head? Had to double check but I guess I didn't really get into FF11 until 2006 or 2007? I know ToAU was already out and I think Wings of the Goddess was just starting to release. I remember learning that WotG was actually not a complete story/full expansion and I was like.. wait? wtf? Thats stupid.. And these days thats kinda the norm with episodic story releases. WotG wasn't finished for like a couple years right? Felt like FOREVER.

But, in hindsight, I guess that was reasonable? I feel like I got in at the perfect window, and was pretty spoiled, because CoP and ToAU were already out so there was this immeasurable amount of content I could do that literally took me years to complete. There was always something for me to do. And because of the horizontal progression at level 75.. All the content was relevant. There were good pieces of gear to get from old and new content. It was awesome.

Looking at the release schedule, I guess I was really into FF11 for at least 3 years. I enjoyed Abyssea, contrary to most FF11 players it seems. I enjoyed the tons of new, really nice gear to get, and also the fun trigger mechanics to get them. Now you could effectively party in groups of 6 to collect gear (instead of giant alliance stuff) and pretty much every job had triggers so every job was relevant more or less. And then you had the wide variety of passive buffs you could also collect via triggers as well. And they were only applicable in Abyssea, so it still kept the whole rest of the game relevant and the same. Counter-Stance Monk was soooo fun!.. something that wasn't really possible in the rest of the game world.

Then it changed the whole game in terms of the leveling grind, which I really liked because it was more free-form and fun? Again, you could kinda just bring whatever job you wanted (instead of people wanting or not wanting you) and it was all about speed and huge XP dumps. You could just casually try and skillchain off people or magic burst. Of course, there is the shitty side of people getting power leveled but eh whatever. I liked taking jobs from 75 to 99 through it. And, for most people, you'd still go through the traditional leveling process from 12-75. But it would take me like a week to go from 75-99, versus like.. a month to go from 12-75.

Anyway, I must've fallen off around the Seekers expansion release (2013 ish?) or just before it. Again, another episodic release which I hated. I got a bunch of jobs to 99 and subjobs up to 50. Leveling/learning a job and gearing it out was probably the most fun thing for me in FF11. None of the story stuff ever really did anything for me. I just loved the world, the look of it, the music, so many job classes to try etc. To this day, there is still various old content that I never tried or partook in.

Edit: Found I have a folder of old FF11 pics lol Looks like this was from 2009? Trying to show off my corny gear. This wasn't exactly god tier stuff but I was so proud to have got this much. I know I got the Black Belt eventually.

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Lajiaya

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I think the final mission for WotG wasn't added until after Abyssea came out, either 2010 or 2011. It is a pretty long story from what I remember.

The missions for A Voracious Resurgence won't be finished until 2022 apparently.

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ZombiePie

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ZombiePie  Staff

So, after a long delay and relative hiatus on the site, I finally have the free time to respond to comments on this blog. Hopefully the holidays and New Year were good to everyone! Whelp, here we go!

@rorie said:

THAT IS A LONG BLOG! I barely got past level 12 or 13 in FFXI, I think. Being forced to level in groups was super annoying!

Being forced to play this game in groups has only marginally improved but it is preferable to using the new Trust System. Now, you can summon A.I.-controlled companions to take the position of other players, but they are stupid and rarely do the things you want them to do in combat. For example, when I used the Bard trust the way they went about delivering buffs never felt efficient.

@efesell said:

Absolute Virtue represents a bad mindset in this genre that still persisted longer than it should even into WoW. If your player base discovers a clever way to circumvent your elaborate puzzle boss then you just gotta hold that and learn from it.

Anyway they brought him back in XIV as a major boss in the area they designed to be a FFXI throwback. They did a pretty good job evoking XI in that area down to the part where it's mostly just kinda tedious.

The boss is pretty cool now though.

This 100%. A lot of Final Fantasy XI's past speaks to this malicious developer mindset. When the players find a solution, the dev team responded by changing the programming or attributes of the encounter as a result. I find this mindset absolutely reprehensible especially in the context of an MMORPG wherein players are paying the developer a monthly fee to be in the world they designed. And I don't know, maybe make things different in the next encounter.

Did you mean to say "tired and true"?

I like to use correct grammar when I text, but it makes me sound dry.

@mamba219 said:

Nice! I think we can safely dub thee: "Master of Hyperbole."

Jokes aside, this does sound like the real deal MMO experience. As someone who dabbled extremely briefly (I think I got to like, level 15) in FFXI around 2003, it's staggering to hear they've more or less just stacked the new expansion content on top of itself without ever going back and balancing the old stuff.

Hope you enjoy Chrono Cross, it's one of my favorites. Thoroughly dumb with its party members, but man does it have a good soundtrack. Probably the best in the history of video games.

I went into it on the first episode, but I was a City of Heroes player back in the day. Will go to my grave saying that game had the best customizability and character options in the history of video games. Regardless, Chrono Cross is... well the music is "nice."

The story, on the other hand, is one of the greatest trainwrecks I have ever witnessed in the history of video games. The game's entire ending is a work of art.

@nodima said:

I'd wager that you'd like Chrono Cross if it attempted to explain itself...at all.

Super imaginative art design and some of the best music in the medium, though. And I do have a soft spot for the combat system and many of the characters due to it being a constant weekend rental as a kid. But I'm also the guy that decided he wanted a PSX because of Final Fantasy VIII and then considered that his favorite game of all-time for over a decade, so...I have taste in Square RPGs s'all I'm saying!

Chrono Cross's last level is one of the most magical things I have ever seen.

I cannot wait to talk about that games' ending on the site. However, I think the combat has not aged well at all as it is slow and takes forever to feel like you are not swimming in a vat of molasses. Also, the number of playable characters is fine, but I hate what it does to the game narratively. Namely, no one character feels as complete as the more directed and limited cast of Chrono Trigger.

@lajiaya said:

I started playing in 2010 because of a free trial, and in anticipation on FFXIV coming out later that year. But I got really invested in XI, probably because I was a kid with a lot of free time. And if XIV 1.0 didn't completely suck, I most likely wouldn't still be playing XI today. I bet it wouldn't surprise you if I said that FFXI is simultaneously my absolute favourite and least favourite game ever.

Sorry this post ended up being a train of thought. I love this game, but someone coming to it new and sticking with it NOW seems impossible.

*evil smug laugh* It is I, again, from your previous FF11 post! I read the whole thing this time. I don't know why you subjected yourself to this.

You've heard it all before lol It's a different time and place now. The gameplay and time investment curve was pretty normal for an MMO in its time I think, and it was visually impressive. I remember my friend and I lusting over the benchmark and my PC could barely run it. I said it previously I think, but I still think this game looks good. It has a great PS2 era aesthetic. It has a certain style and feel to it that I find often better than other, and even modern MMOs. Especially something like WoW, which I still think looks horrendous.

But I'm impressed you are really sticking to your guns and legit playing all these titles. This is no doubt the most time consuming/difficult of them all. Though I'd argue 13 and 15 would be far more painful and ugly entries.. ;) You've earned a rest.

No worries, these are the sorts of comments from fans I love to see. I think I ended up saying my stance to long-term fans better on my GOTY blog, but here's what I wrote over there:

I understand I went a little hard on the game, but I want to clarify my criticism was never directed at any specific Final Fantasy XI group or community member. It is perfectly acceptable that you love the game, and I do not want to diminish the hundreds of hours you have spent in it. That said, I don't think I can in good conscience recommend it to anyone other than those who have stood by it since its inception. There's nothing in the game, at least for someone who has yet to play it, that cannot be experienced elsewhere and in a manner that requires less frustration or time. And even when it comes to its novel attempts at storytelling, I have a hard time applauding the game when we live in a world where World of Warcraft and Final Fantasy XIV exist.

Regardless, it should be noted that I already played Final Fantasy 13 and declared it "the worst AAA game I have ever played to completion." My favorite two paragraphs from my 13 series have to be:

The gall of Square-Enix's shortsightedness is stunning. Final Fantasy XIII spends most of its time shunting you through corridor after corridor. and to what end? Its linearity doesn't act as a scaffold for its cast of characters. The vast majority of the characters remain as bland as when they were first introduced. Do the hallways help to create a better sense of place as they did in Final Fantasy X? No, and to make matters worse, the game spends hours of your time meandering with its nonsensical plot.

I toyed around with the "New Game Plus" content and reached a stunning conclusion. After playing the game for eighty-plus hours, I couldn't tell you what I had to show for my time. I didn't have a trinket to showcase, nor could I brag about beating a stunning boss. Final Fantasy XIII is a game that happened, and it cannot un-happen. Nothing you accomplish signifies anything resolute or tangible. If anything, the entire game is a complete aberration. It physically exists, while also being indescribable.

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eccentrix

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@eccentrix said:

Did you mean to say "tired and true"?

I like to use correct grammar when I text, but it makes me sound dry.

Haha, I thought maybe it was a subtle dig.

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Seikenfreak

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@zombiepie said:


Regardless, it should be noted that I already played Final Fantasy 13 and declared it "the worst AAA game I have ever played to completion."

/high-five

I made it somewhere past the big, Calm-lands-esque open area. Cocoon or something?.. who cares. There was a boss that was like a big wall maybe? Stance changes? Anyway, I got bored to death/gave up there. Some 30-40 hours into the game.

And that's when I completely fell off the single player Final Fantasy train. 16 though?.. eh, that just might be my ticket back on.

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SAINTDENIS22

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Funniest thing i read!! Complaining about a game that you could've stop playing at any time. I love this game but hate the time i waste on video games overall. Pandemic doesn't help any. Jesus only Saves. John 3:16

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brakinwood11

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Wow, ffxi started out as a game that after level 10 you had no choice but to work with other people to advance period. That is what made the community so great. A universal need to work with others to accomplish anything meaningful within the game based on a 6 player party system.Every aspect of the game is centered around group play, period. That being said I originally started playing ffxi in 2007. Played it, got disgruntled with the game pretty quick and stopped playing. One year later I got laid off from my job and my buddy wanted me to buy a different game that I said was crap, I said nope, “ if I wanted to play that type of game I’ll play ffxi.

He called my bluff. Ffxi full force after that. There is more I’m braking this post up.

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brakinwood11

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So just a timeline, period, I played actively like every day late 2007 most of 2008. After the I pretty much just visited ffxi.