the-mog-log

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  • The Mog Log: Final Fantasy's bargain bin villains

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.04.2012

    The Final Fantasy series has always had some spectacularly memorable villains. Sometimes that's been a challenge; this is a series in which your main antagonists have included an evil tree, a general who dresses up like a clown, and an adult version of the creepy kid from grade school who can't breathe very well. But for some reason, this has never carried over into the online installments. And with Final Fantasy XIV's first major villain debuting in the current patch, it's worth talking about. I don't mean to say that Final Fantasy XI and Final Fantasy XIV haven't had antagonists or anyone to step into the role of "villain." They certainly have. Final Fantasy XI has an entire rogue's gallery with Eald'narche, Promathia, the Shadow Lord, and whatever we were fighting in Abyssea. (I think it was the dread monster Apathy, but I sort of clocked out for a while there.) But compare it to the villains of Star Wars: The Old Republic or the single-player installments of the franchise. Heck, compare them to the villains of World of Warcraft. The villains here just don't quite get to a memorable level, and I think there are a few good reasons.

  • The Mog Log: The zone design of Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.28.2012

    I love Final Fantasy XIV, something that comes as no surprise to regular readers of this column. But the game's zone design is not its highlight. This is one of those design aspects that really bothered everyone in the world when the game launched, and it was for good cause, but I think there's more to it than simply condemning the whole thing out of hand. There are several places where the zone design isn't actually bad and in fact is downright brilliant. You could say that it's a variation on Final Fantasy XIV's theme right there: brilliance mixed in with average and awfulness. Obviously, zone design will be changing in a big way when version 2.0 launches, something that gets closer with each passing day. Still, it's worth examining where we are now if for no other reason than to hopefully identify what a good revision would look like. This is not a horrible mess; this is a few great elements mixed in with several elements that just aren't well thought out.

  • The Mog Log: The zone design of Final Fantasy XI

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.21.2012

    Gustaberg is one of the ugliest zones in Final Fantasy XI. For better or worse, it's a bunch of bland plateaus swarming with vultures, worms, and bees. It wasn't a visual treat when I first saw it, and the years have certainly not been kind. But the fact of the matter is that even after several years, I still get a little smile on my lips when I walk into that dessicated husk of a land. From the waterfall near the Wadi to the narrow pass to the Highlands, Gustaberg is painfully nostalgic. Final Fantasy XI created a lot of magnificent regions for players to explore right from the moment it launched, and every subsequent expansion has added new areas without making them feel redundant. Considering that the game's next expansion is on the way, I thought it was apropos to look at what makes the zones so wonderful as well as what mistakes the designers might try to avoid when making the new areas in the west.

  • The Mog Log: Distinct linked games

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.14.2012

    By early next year, the environment will be an interesting one for both Final Fantasy XI and Final Fantasy XIV. Both games will have a major update out, whether that update is a large-scale revamp or a trim new expansion. (Speculation on that last one, yes; munch on a grain of salt as we proceed.) They'll both be poised for players to enjoy, each with its own distinct flavor... possibly. See, there's a definite problem with all of the coming updates in the online Final Fantasy space. Both games need a distinct identity, and yet they're also both overlapping in several core areas. Square-Enix clearly wants players to be able to enjoy Final Fantasy XI and Final Fantasy XIV as two different experiences, but is that really possible? I'd like to think it is. I think that both games can deliver a rich experience for players of all stripes without becoming mirrors of one another, even disregarding superficial elements like jumping. I think both games also need to come together on certain points of common ground, so players of either can enjoy certain shared features that would otherwise be taken for granted.

  • The Mog Log: Final Fantasy XIV's baroque crafting

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.07.2012

    If you liked absolutely nothing else about the launch of Final Fantasy XIV, you have to admit that the development team really went the distance to try and make crafting relevant and unique. Even though a lot of games add some depth to crafting beyond waiting for a bar to fill, most of those games make the actual craft process start and stop with a click. Not so in the advanced and in-depth synthesis that the game has always sported, from the needlessly ornate original version to the more streamlined system the game now features. A claim that Final Fantasy XIV's crafting is one of its biggest draws is just a statement of fact. But the crafting system isn't flawless, and since we know it's due for more revision with version 2.0, now's a fine time to look at what about it is so spectacular and what could use some serious revisions, especially after I've spent most of my time in-game over the past week hammering, burning, and grinding may way to the higher levels of a craft.

  • The Mog Log: Unabashedly squealing about Seekers of Adoulin

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.30.2012

    It seems almost unbelievable, but it's here. It's coming. Seekers of Adoulin is the fifth expansion for Final Fantasy XI, the first one in what seems like an eternity, a genuinely new experience for players above and beyond the many recycled bits that have dominated the game for years now. It's a new region, a new set of challenges, all sorts of new. It's what players have been asking for for years on end, and as surreal as it seems, this is a reality. That it's not coming until next year almost seems like a footnote. Needless to say, I'm excited. I think that if handled correctly, this is a great opportunity for Square-Enix to revitalize Final Fantasy XI in the wake of Final Fantasy XIV's relaunch later this year. It's a chance to give the game a new audience and let players come back to enjoy it on their own terms. Most of all, it's a chance to show how much life the older game really has, possibly to players who would never have seen it otherwise.

  • The Mog Log: Starting fresh in Final Fantasy XIV, pre-2.0

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.23.2012

    So you're interested in Final Fantasy XIV version 2.0. You're not alone; really, a lot of people are. But you don't want to be the guy struggling to catch up when the change happens. No, you're buying your copy now and heading into the game, figuring that anything good you accomplish now will be well worth the effort after the end of the world. And truth be told, you're probably right, since you'll be free to bask in all of the newfound glory of the updated game with plenty of money and resources to start. Of course, none of that helps with the fact that you're jumping in to a game that doesn't make the road easy for a new player. It's not like other MMOs. It's a game that seems to have followed a wholly divergent evolutionary path, one that I've previously compared to a species of carnivorous dinosaur lumbering alongside modern tigers. So what would I suggest to someone starting Final Fantasy XIV right now? A lot of things. Let's cover some basic advice for new players who'd like to see the game as it is while they wait for the game that it will be.

  • The Mog Log: Worthwhile cross-class skills in FFXIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.16.2012

    One of the downsides to writing about a game as in-flux as Final Fantasy XIV is that something that's true today may be false tomorrow. Case in point: Several articles that I did a year or so ago about character building and picking out abilities are now entirely irrelevant because the systems for both have changed immensely. So it's high time to start revisiting these topics, and the best way to start doing that is by examining the abilities that are worth leveling for. (Especially since the excellent Mr. Matt Daniel is playing the game again and could use a bit of a guide.) Fortunately, leveling another class for abilities is easier now than it used to be. Most abilities past the early 20s can't be equipped on other classes in the first place, and the very heavy utility skills are generally grouped early. Depending on your playstyle, you may actually find yourself struggling to come up with all of the cross abilities that you can equip, since your core class will generally have a large enough array of utility. But let's look at what abilities are generally useful for almost every class -- or at least useful to consider.

  • The Mog Log: What we saw of FFXIV at E3

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.09.2012

    When it became clear that we weren't getting our 2.0 trailer at this year's E3, I sort of assumed that Final Fantasy XIV fans would have to be content without much new information. As usual, Naoki Yoshida proved me wrong in the most excellent way possible. So while we've only seen the tip of the iceberg about what's coming into the game, that tip is providing quite a bit of fascinating information all on its own. My first thoughts on seeing the screenshots for the second version was that it might as well be an entirely different game. It's familiar elements ported into an altogether unfamiliar setting. I've been looking forward to it before, but I think this was the first time that I truly believed that this was going to happen and that it would be awesome. So if you've been following along with the game's E3 coverage across the web -- and I know you have -- let's just dive into reaction.

  • The Mog Log: What crafters can do in Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.02.2012

    A couple of weeks ago, I was chatting with one of our fellow writers about MMO design. This, as you might imagine, is actually a fairly common topic of discussion amongst Massively staff members. (It's beaten out slightly by talk of cats and horrible puns, but still.) Said writer was lamenting the fact that we haven't seen a game in years that allows players to really focus on a non-combat role and level up without having to march out and kill things. "Yes, we have," I countered. "Final Fantasy XIV lets you do that." "Well, yeah, but you have to kill stuff to get materials and get money to start with, right?" "No, you can just craft the whole way through." And as I said it, I realized that one of the real shames of the game's launch was that everything the crafting and gathering systems do correctly wound up being overshadowed by other issues. There's a reason I started calling the game a sandpark when I was writing my first impressions, because the devotion to non-combat gameplay options is almost peerless among more modern games. And it's worth some tribute.

  • The Mog Log: The Legacy rewards and what they mean

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.26.2012

    So, who here remembers the Final Fantasy XIV launch? I certainly do; I was there and I've been here since, after all. And who here remembers how the game launched to critical acclaim and overwhelming popularity? Yeah, okay. I liked the game at launch, but that was more because of the underlying philosophies and approaches, not because the whole thing was polished to a fine shine. It was almost two years ago now, and the game has had to go through a lot of growing pains in that time, fixing a lot of elements that didn't work and adjusting stuff that was almost there but not quite. It's been a long process of hammering out fixes and improvements, one that included a long stretch of no subscription fee as the game cleaned itself up. We're nearly at the end of that process now, but Square-Enix is trying to show everyone that the company appreciates players who have been around during the game's teething troubles. That's the Legacy program in a nutshell -- a chance for players to signify having been around for an extended period of time. A badge of honor, a show of loyalty, and arguably another little bit of bait to get people to subscribe now instead of later.

  • The Mog Log: A decade of Final Fantasy XI

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.19.2012

    Generally speaking, when I celebrate anniversaries, I celebrate the point when the game actually came out in a language that I could play it. This is relevant in the case of Final Fantasy XI, since the game took a year and a half to reach the shores of America (also known as "the place I live"). I learned my lesson about trying to learn a language just to muddle through a game back with Final Fantasy III. However, when one of our eagle-eyed readers pointed out to me the milestone that the game had hit, that made an impact because even if I couldn't understand any of the game's text back when it launched, a decade is a long time for continuous operation of anything. So rather than talking about the Legacy campaign as I'd planned, I think I'd rather talk about the legacy of Final Fantasy XI this week, including where the game has gone from its state at launch. You know, when a Black Mage could make the entire world bow and you still got attacked when riding a chocobo.

  • The Mog Log: A look forward to Final Fantasy XIV pets

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.12.2012

    Pet classes and I have an odd relationship. I don't generally like them, but I like having them there, and when they're done right, I'm very fond of the option. Final Fantasy XIV currently has a grand total of none of them; we have not even a summoner or beastmaster to call our own, but we've been told that this is all changing in version 2.0. And with November just half a year away, it's time to start thinking about what form these pets are going to take. Of course, this isn't virgin territory for the game series. Final Fantasy XI featured four different pet classes, which have had differing levels of success over time. And even though Final Fantasy XIV isn't meant to be Final Fantasy XI in a new skin, the game can certainly take some inspiration from its predecessor even while forging a unique legacy. And hey, we've got at least three of the four pets from the previous game in Eorzea at this point. So let's talk about the past set of pets, where we are in the present game, and how those systems might make it into the main game.

  • The Mog Log: The calcification of Final Fantasy XI

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.05.2012

    Over the last couple of months, I've been trying something different. As I mentioned back in my anniversary column, I spent a year trying out a strictly alternating format for Final Fantasy XI and Final Fantasy XIV, but it wasn't working out to my satisfaction for a number of reasons. Backing off and focusing on the game with more activity seems to be working quite well (from my perspective, anyway), but it also means that I haven't really been discussing Final Fantasy XI much. This isn't entirely by coincidence, as the game itself hasn't changed much over the past several months. In an earlier column, I had mentioned that the roadmap made it pretty clear that if change was on the horizon, we wouldn't be seeing it until the new roadmap finally came out. And here we are, one new roadmap later. So what do I think? Is this the promised vision of the future, the prophecy to lead us all into a new era of joy and light across the game's continents?

  • The Mog Log: Blindsided by FFXIV's patch 1.22

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.28.2012

    I had different plans for this week's column until I realized that Final Fantasy XIV's patch 1.22 had sneaked up on me like the monster in a slasher film, except instead of stabbing me and laughing, it just brought a bunch of new content, so the metaphor doesn't really work. I'm not sure exactly how I missed the patch's coming so quickly, but I'm happy to see it's finally on the live servers. Of course, in a lot of ways, this patch is smaller than its predecessors, though not in terms of content, obviously. No, it's a smaller patch by virtue of the fact that it's a pure content patch. New systems are in short supply, but new things to do are in abundance. It's a focus patch, in other words. Recent patches have vehemently focused on trimming up the mechanics and making sure that the game plays nicely with all sorts of content; this patch focuses instead on what you can do with all of your shiny abilities and classes and so forth. And aside from a couple of missed opportunities, it succeeds at that beautifully.

  • The Mog Log: Giving a shotgun to a bear

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.21.2012

    Final Fantasy XI was my first MMORPG, and as such it's shaped a lot of my attitudes toward the genre as a whole. The problem was that inasmuch as one could be a typical player of the game, I was not. The details aren't relevant; what is relevant is that I would frequently look at patch notes, sort of squint a bit, and assume that any number of the features were aimed at the audience that I was not a part of. After all, there was no way the developers would add in a feature if literally no one in the game's community wanted it, right? Time has made it clear that this was most definitely not the case. Maybe it's due to the difference between American and Japanese audiences, maybe it's something lost in the translation, or maybe it's just Square's periodic bursts of insanity manifesting itself, but Final Fantasy XIV carries on in the proud decision of listening to players and taking entirely the wrong message away. I'm incredibly impressed by the vast majority of Naoki Yoshida's work, but there are a lot of features that have been added or are being added that seem to have completely missed the point of player requests.

  • The Mog Log: Ain't what she used to be

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.14.2012

    Final Fantasy XIV has changed a lot since launch. That's kind of the thing you say about every game, but usually you can see most of the telltale signs of where the game had been. That's not quite the case with the huge, sweeping changes that Eorzea has undergone. You can see some of the comparisons, but a lot of mechanics have been widely overhauled and altered so that it barely even feels like the same game. This, of course, is not stuff you catch as a casual observer. Heck, there are things I don't notice because I'm knee-deep in Final Fantasy XIV and have gotten more accustomed to the changed version over the new version. So I thought this would be a good week to try taking a step back and looking at all of the things that have changed in the game since launch... or at least the major points that you might not have caught.

  • The Mog Log: Head of the newer class

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.07.2012

    The Final Fantasy series, particularly the online installments, is all about class. This is not entirely surprising, since the series has built up a series of character types that, while sometimes kind of random, are beloved just the same. The jumping spear-wielding Dragoons, dual-wielding and sword-throwing Ninjas, the ubiquitous Summoners... if these concepts don't exist in some form within a game, it raises some eyebrows. It's a symptom of the linking the games by certain broad pseudo-mythological concepts rather than by any actual continuity. We've gotten our Job system in Final Fantasy XIV, we've got our classes to the point that they're at least somewhat balanced, and we've got a new version on the horizon. The question, then, is what we're getting next. What new classes or jobs can we look forward to? What do we need? What gaps are obvious within the Final Fantasy pantheon, and what is just lacking in terms of a traditional MMO setup?

  • The Mog Log: Ishgardbul, not Ala Mhigonople

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.31.2012

    There are three cities that players can select to call home in Final Fantasy XIV, but there are five cities of importance. Over the past few weeks I've looked at the former group, but that leaves two important places to be covered. At the same time, those cities are by necessity harder to talk about because we haven't set foot in either. Everything we know about them is secondhand, via quests and inference and in one case the ability to longingly gaze over an ornate stone bridge. Ishgard and Ala Mhigo both cast long shadows over Eorzea, but neither one is accessible to players. There are details about both swimming through the game, but it's always secondhand, always with one or two pieces gleaned from outside sources. In its own way, this makes both cities more alluring -- because one we know to be the heart of darkness and the other could be almost anything when the gates finally swing open. If, in fact, they ever do.

  • The Mog Log: Living large in Limsa Lominsa

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.24.2012

    Limsa Lominsa isn't like the other cities in Final Fantasy XIV chiefly because it's not a city. You can argue the definition, but cities are generally places where a group of people decided to settle down and stay for an extended period of time. Limsa Lominsa is more like what would happen if everyone went for a hike, a lot of people wound up double-parked, and then in the aftermath, all of the hikers just threw up their hands and decided to stay where they were instead of going home. Even if you ignore the city's ridiculous origin, however, you're stuck with a city that's still ridiculous in its own way. The city's government is determined by boat races, the local pirates come standard so long as they adhere to a few fairly simple rules, and pretty much everyone has an eye toward becoming the top dog. The result is a place that's refreshingly open about all of its dangers, but despite that, it's no less threatening. You'll be threatened by brute force rather than subterfuge, but you're still facing down the wrong end of a weapon.