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  • The Mog Log: Error 3102, please try to read this FFXIV column at a later time

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.24.2013

    I'm writing this column on Tuesday morning, with the last Final Fantasy XIV beta test a happy memory for me and many other people. Specifically, all of the people for whom the last beta test did not amount to strings of numerical errors over and over. On the podcast I mentioned that this affected a substantial number of people, something like 10% of the playerbase. I have no way of knowing how accurate that number is, and none of us does; someone estimated 20,000 people, which I suspect to be far fewer than 10% of the players, but the fact is that we don't know. Exact numbers aren't important; what does matter is that this was a pretty big problem for an event that for all intents and purposes was not a beta. I've gone back and forth debating this with some people, but the fact is that the fourth testing period wasn't a test. And these sorts of problems cannot be cropping up today, the early access day and practical launch for a lot of hopeful players.

  • The Mog Log Extra: Cross-class skills in Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.23.2013

    A little over a year ago, I talked about all of the really stand-out cross-class skills in Final Fantasy XIV. Astute readers will note that some of the abilities I reference in that article no longer exist, and several of them have completely different effects now. It's almost as if the game has completely relaunched or something. It's crazy. This might not sound like a big deal, but it is because cross-class skills are one of the big aspects of character customization in the game. You level up as an Archer with the expectation that you'll pick up a few more skills along the way to augment your strengths. So which ones are worth picking up? As of the last beta weekend, there are a lot of skills available, and I went through everything as best I could to try to pick out what's available. So now you can plan out your leveling in advance and know just what you want for those 10 extra slots in your class.

  • The Mog Log Extra: Starting an Arcanist in Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.22.2013

    My initial plan for last Saturday's edition of The Mog Log was foiled by the simple fact that getting to Limsa Lominsa was much more difficult than it needed to be. There was no way to get to Limsa, unlock Arcanist, level Arcanist, write a column of a thousand words or more, have it proofed, and have it readable by the time that you fine people expect to read something. My apologies are deep and heartfelt. Despite that fact, once I finally did get to Limsa, I poured myself into playing Arcansit as if it was my job. Which it sort of was. And I found that to my pleasant surprise, despite the fact that the class is everything I usually dislike in a class, I was having an absolute blast. I wouldn't say it's my favorite class in Final Fantasy XIV, but it's up there. But you don't care too much about that, do you? You want to know how to play one. Luckily, I can tell you that, too.

  • The Mog Log: Returning to your Final Fantasy XIV friends

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.17.2013

    Despite my best efforts, I was unable to throw open the doors and start demonstrating the wonders of Arcanist with my time in Final Fantasy XIV's open beta. I know, I'm disappointed too. I can offer a summary of what I saw from a glance at the abilities of the class, sure, but that's a little more speculation than I want to lay on people in lieu of real playtime. (The short version is that it looks interesting, and yes, there's a cure in there.) Instead, I'm going to offer some advice to my fellow players coming back into the game with older characters. Think of these not as strict guidelines but as suggestions, tips to make the path through beta and early access just a wee bit easier. I spent most of phase 3 preparing for the launch along these lines, and it might make the transition a bit more gentle for everyone.

  • The Mog Log: FFXIV lessons from Final Fantasy XI

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.10.2013

    Final Fantasy XIV is in the final push to launch now, with phase 4 right around the corner and early access shortly after that. This is good news for me, since it means I can get back to actually playing the game that I write about every week after nearly a year. And, you know, the game is pretty awesome, so that's a bright point as well. It also means that the future isn't what it used to be. The relaunch has been The Future for a very long time, but now the relaunch is The Almost Right This Second, and The Future consists of patches and expansions and new classes and the like. All good things, all welcome, and all things that could take a few lessons from Final Fantasy XI. I've said before that Final Fantasy XIV was designed to fix some problems from Final Fantasy XI that it never was going to have, but that's not what I'm talking about. Instead of talking about preventing players from leveling consistently or hunting the possibility of RMT with McCarthy-level vigilance, let's look at some simple lessons to internalize in the future.

  • The Mog Log: You got your Final Fantasy XIII in my Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.03.2013

    If there was any doubt about it before, it's a known fact now: Lightning of Final Fantasy XIII will be showing up in Final Fantasy XIV, and players can go so far as to earn a copy of her outfit to wear out and around Eorzea. Odds are pretty much absolute that it will be purely cosmetic, but that doesn't make it any less unusual. Aside from ruffling the feathers of anyone who particularly dislikes Lightning, the inclusion opens up the weird snarl of non-continuity along the entirety of the franchise. I like Lightning, but this certainly does feel unusual. Even without seeing the quest, I have plenty of questions about how the games tie together, what the possible explanation could be, and how this will affect both worlds (as Naoki Yoshida has said specifically that this is Lightning herself, not someone who looks and acts as she does). So let's talk about crossovers, let's talk about Final Fantasy XIV's existing fanservice, and let's ask ourselves if this is the straw that breaks the camel's back. Metaphorically. I don't think there are camels in Eorzea.

  • The Mog Log: The mandatory early dungeons of Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.27.2013

    You're going to be exploring at least three dungeons in Final Fantasy XIV no matter what, possibly more. Progression in the main story requires a trip through Sastasha Seagrot, the Tam-Tara Deepcroft, and Copperbell Mines. While I've talked a great deal about the ethics of including this grouping experience, what I haven't really discussed are the actual dungeons themselves, even though that's certainly a big deal. Let's be honest here: If this stuff isn't fun, all of the talk about the validity of forced grouping is kind of pointless. Even if you can, there are times when you shouldn't. Fortunately for the long-term viability of these dungeons, all three have more than just nice loot (which is apparently shared between them); they also offer a fun ride through regardless. So as you could probably infer from all of the text up to this point, let's take a gander at the first three dungeons in the game and the ones we know for a fact you have to clear right off.

  • The Mog Log: Final Fantasy XIV makes me happy in small ways

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.20.2013

    Final Fantasy XIV makes me happy for a variety of reasons. Some of them I've written about, and some things make me slightly less than happy on a whole. The point is made either way: I like the game, and there's a lot of stuff to write about, a lot of big issues that easily sustain a whole column on their own. Not everything I want to write about does that. There are a lot of things that I think the game does right that can't be discussed over the length of a column without repeating myself several dozen times. I don't want to write that column and odds are good you don't want to read it, either. What I can do instead, though, is compile several of those points into a single column. I want to look at the things that I like about the game that aren't big enough to merit a whole column but are big enough to be worth mentioning.

  • The Mog Log: Forced group quests in Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.13.2013

    There are certain things I hate in MMOs. One of those things is a forced group quest. Final Fantasy XI introduced me to this idea in a roundabout way by giving every player a single quest ("accomplish something") and forcing him or her to group for pretty much all of it. I didn't need a group to walk around San d'Oria, but pretty much anything else required a full group. It made me give up on Dragoon, and it meant that I've spent most of my life feeling that forced grouping is one of the worst things that a developer can implement. That having been said, I think Final Fantasy XIV might have actually gotten it mostly right. Not perfect, but considering that the development team felt it was important to include these quests, I think they've at least provided us with the best possible implementation for this content. So the inclusion doesn't really bother me after all.

  • The Mog Log: Believing in Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.06.2013

    This week, I'm going to do something different. I'm going to talk about my wife. Lest anyone worry that this is the start of a Paul McCartney-esque slide into sappy sentimentality, there's good reason for this. Ms. Lady has been mentioned on previous occasions as a gaming partner and skilled roleplayer. She's not as into MMOs as I am, but she plays them a lot and she certainly knows what she likes and what she doesn't. And let me tell you, she didn't like Final Fantasy XIV. This is a point of view I hold against absolutely no one, but it sure as heck meant that she was not interested in the relaunch. She'd had enough of the game after the first couple of tries to break in. The relaunch had no hooks to pull her back in, no interesting features that stirred her interest, nothing but the promise of a game she'd already decided wasn't good enough to play. And that all changed.

  • The Mog Log: Final Fantasy XIV's buffet effect

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.29.2013

    A little under a year ago, I wrote a column about how Final Fantasy XIV needs to generate a wow factor. It needs to surprise people, have something unique and special to offer. There was a lot of stuff that felt distressingly rote, and that wasn't good. So what's changed since then? Well... not a huge amount, honestly. There are several features in the beta that feel like rehashes of things we've seen in other games, like FATEs and quests and instanced dungeons and so forth. Yet the game is clearly generating a wow factor, something that I'm happy about. This week, I want to throw that previous article out completely. Just kick it to the curb. As I've been playing the beta weekends and seeing what the game has to offer, I've realized that there was something I was completely failing to embrace and consider. It's the power of the buffet.

  • The Mog Log: Final Fantasy XIV is home again

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.22.2013

    For all the good things I had to say about Final Fantasy XIV's beta test, there was one negative thing I didn't say because it just wasn't fair: For all the improvements, the game didn't feel like home. For all the frustrations I've had with Final Fantasy XIV over the years, somehow, at the end of the day, stepping into Eorzea always felt familiar in a way that only Final Fantasy XI could match. But the first two beta phases felt, well, restricted. They were supposed to be like that, but I still found myself straining at the limits simply because there was some indefinable soul not yet in place. As it turns out, that soul was Thanalan. Phase 3 is importing old characters this weekend, and that will really solidify it, but testing the waters in the first weekend's test was what made me feel as if I could go home again after all.

  • The Mog Log: Final Fantasy XIV beta phase (E)3

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.15.2013

    The third phase of Final Fantasy XIV's beta is here, and with it, the NDA is summarily gone. Images from phase 3 can be posted; video and audio cannot. This is the fast track to finally being back in the game for real, to play your old characters once again, to enjoy the game again. Am I excited? Of course I am because I haven't been able to play yet. I'm writing this from the past, and by the time you read this, I will be awash in Eorzea. There was also a major industry event this week, one that's known officially as the Electronic Entertainment Expo and known more colloquially to everyone in the world as E3. Final Fantasy XIV was there making an impression, revealing jobs at long last, and generally carrying on as if it owned the place. So let's talk a little bit about what we saw from E3 if you can tear yourself away from the beta client for, like, five minutes.

  • The Mog Log: Summing up Final Fantasy XIV beta phase 1 and 2

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.08.2013

    Whenever I try to summarize what it is I find so special about Final Fantasy XIV, I find myself at a loss. It's not just the game mechanics, it's not just the setting, and it's not just a history of roleplaying that's stretched for the entirety of the game's history. So trying to summarize the first two beta phases is going to be difficult. I've hit all of the major points of the beta already, both the points of divergence and the points of similarity from my big tour back in February. But there are little dribs and drabs here and there that I haven't yet touched upon, things that I feel are relevant to the beta test of Final Fantasy XIV even if they don't fit into an individual column. So this is the conclusion. This time next week, we'll be awash in E3 news, so there's no finer time to wrap up my beta musings than now.

  • The Mog Log: The dark night of the Final Fantasy XIV fansite

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.01.2013

    I was going to wrap up my beta thoughts this week, but there's a subject that needs to be discussed earlier as part of the Final Fantasy XIV community as a whole. Specifically, the fact that our fansites are dying off. Some of that was inevitable after the game's launch, but two of the biggest gathering points for the community have been hit hard recently. FFXIVCore closed its doors, and Gamer Escape is now asking for subscriptions and donations to help keep the site running. (GE covers general gaming as well, but the focus has always been on Final Fantasy XI and Final Fantasy XIV.) At a point when fansites should be getting more vibrant in preparation for launch, they're dwindling. So what happened? And for that matter, why is it so important for us to have fansites for the community? The answer to the former is pretty obvious, but the answer to the latter is a bit more involved, and it's worth discussing because I'm firmly of the mind that we need fansites, several of them.

  • The Mog Log: Final Fantasy XIV beta phase 1 and 2 - crafting

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.25.2013

    The thing about Final Fantasy XIV's crafting is that it's always been an odd mixture of wonderful and terrible, much like the game as a whole. You had crazily interconnected crafts that could be frustrating to level, the simple difficulty of trying to find the items you need, and a minigame that made mass production maddeningly slow. But you also had a real sense of personal craftsmanship, and the complex interplay between quality, durability, and progress meant that your successes or failures were truly your own. None of these elements has been removed from the beta phases, but each has been streamlined and largely improved. The test phases allowed us to explore the two crafting classes based in Gridania, Carpenter and Leatherworker, and so I got to really dive into the heart of working with wood and dead animal hides. It was a lot more fun than that summary might imply.

  • The Mog Log: Final Fantasy XIV beta phase 1 and 2 - FATEs and dungeons

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.18.2013

    Do you smell that on the wind, my friends? It smells like June is fast approaching, and more importantly it smells like soon we'll be able to welcome the third phase of testing with open arms. Which is good, since I am currently going through withdrawal. I wake up in cold sweats, try to change my class in other games, start up the Final Fantasy XIV beta client in the hopes that someone "accidentally" turned the servers back on... you get the general idea. To help alleviate this, I'm going to talk about the two pieces of the game from the first two beta phases that are in need of the most polish. While there are places to improve elsewhere, FATEs and dungeons have issues that might need a bit more hammering to fix. Or they might be fine and we just haven't yet seen enough of the game to know everything. Either way, let's get started with the big addition to the game, the system that had no predecessor in Final Fantasy XIV's first version: the FATE system.

  • The Mog Log: Final Fantasy XIV beta phase 1 and 2 - gathering

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.11.2013

    We all like to stop and smell the roses. And then we like to pluck those roses, bring them home, and melt them into component enzymes that will allow us access to a temporary attack power buff. Final Fantasy XIV is beautiful, sure, but you need that attack power bonus. If it isn't obvious, this week's stop on my whirlwind beta tour is the fine art of grabbing items from the landscape and turning them into crafting fodder. Final Fantasy XIV had quite an interesting gathering system at launch, but it also had some pretty serious problems, and so the relaunch had to completely revamp the system while retaining the soul of the original version. No pressure. Not a whole lot changed in terms of gathering between my time in San Francisco and my time in the beta, but I did have a great deal more time to try out the gathering system. So let's take a walk on the self-sufficient side.

  • The Mog Log: Final Fantasy XIV beta phase 1 and 2 - quests

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.04.2013

    We know now that the next test phase for Final Fantasy XIV will not be until June. This is good insofar as the next test will contain a lot more stuff and bad insofar as I want to play. Those of you living vicariously through impressions articles such as this one probably have less of a struggle with this scenario. And there is still a chunk of the first two phases to be discussed, obviously. If combat is the usual "how" of MMOs, quests are the usual "what." Final Fantasy XIV started out with a handful of quests and gained several more during Naoki Yoshida's tenure, but quests still weren't the main leveling content in version 1.0. That was a function reserved for guildleves, which have taken on a new role in the beta phases just as quests are enjoying an expanded importance. But it's not as simple as that change might imply.

  • The Mog Log: Final Fantasy XIV beta phase 1 and 2 - combat

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.27.2013

    I've mentioned in the past that sometimes plans get changed dramatically between when I plan my next column and when I actually write it. This week, it turned out that I could stop being mum about the Final Fantasy XIV beta. So that meant throwing out plans and starting back over. In fact, it meant starting way over, since I found myself with so many things that I wanted to talk about it was difficult to figure out where to start. So I'm starting with the obvious. I'm going to talk about aspects of the first two beta phases in as much detail as I can realistically fit into a column starting with one of those obvious cornerstones of video games: combat. This isn't meant to be about impressions so much as dissecting and analyzing what I've played to this point, what is working, and what isn't. If you want to know my more in-depth impressions of killing things in Final Fantasy XIV's early test version, read on.