the-mog-log

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  • The Mog Log: Point two one

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.17.2012

    So patch 1.21 has finally come out, after what feels like a wait of several thousand years. It's the biggest patch since the last one, certainly, and headlining the whole thing is the introduction of the Job system. Final Fantasy XIV players the world over can finally experience the game as one of the iconic classes that have pretty much been the other shoe waiting to drop since the game's launch. But there's also chocobo barding, new dungeons, new functional improvements, private rooms... the usual confluence of many separate elements in a single patch. It's the biggest one since the last one, in other words. The problem this patch faces with its marquee element, of course, is that jobs are something players have anticipated for so long that there's no right way to do them. However jobs get put into the game, some players will be happy and some won't. The best outcome has never been a perfect implementation so much as an implementation that's done consistently and hits the right notes. And that's arguably what happened, but that doesn't necessarily mean I'll agree that this was the best implementation possible.

  • The Mog Log: Staying off the grid in Gridania

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.10.2012

    At first glance on a trip through Final Fantasy XIV's cities, Gridania probably seems like the nicest city in Eorzea. Ul'dah always has the smile of a used car salesman, Limsa Lominsa stinks of fish and is full of pirates, Ishgard isn't welcoming even without the dragons, and Ala Mhigo sort of has a bad case of Garlean occupation. But Gridania is built in the middle of rather nice forest territory, and it doesn't seem to suffer from any of the power struggles or unfriendly residents that your other options have. Sure, the forest can be a bit tempermental, but it's a peaceful spot. But as you may have guessed, it only looks that way until you actually spend some time there. Then you realize that the city is not nearly so welcoming as you initially thought -- it's a hotbed of activity, stuffed to the brim with spirits that do not necessarily have the best interests of adventurers or anyone else at heart. Gridania doesn't suffer the internal conflicts of the other cities, but that's mostly because the place is already being crushed too thoroughly by all of the external threats it has to face just to keep treading water.

  • The Mog Log: Apparently I enjoy receiving hate mail

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.03.2012

    I like Final Fantasy XI, and not just because it was the game that introduced me to how awesome MMOs could be, although that's certainly a part of it. I like the game because it has a lot of things that are genuinely likable, several elements that are well-designed, and some really excellent parts that stand out even now. So keep in mind that everything I'm about to say is said on behalf of a Final Fantasy XI fan. Specifically, the rant that's about to ensue about how the idea of remaking it is a terrible idea. This suggestion crops up pretty regularly, largely among people still disappointed that Final Fantasy XIV was what it was at launch. There's some thought that somehow cloning FFXI with the models from Final Fantasy XIV would lead to a glorious revival. And I can understand the thought process, but there are two very good reasons why that shouldn't happen -- not won't, which is already obvious, but shouldn't.

  • The Mog Log: Ul'dah on 15 gil a night

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.25.2012

    In a way, each of the cities in Final Fantasy XIV resembles a non-capital city from Final Fantasy XI. Gridania has shades of Kazham; Limsa Lominsa has shades of Norg. But Ul'dah has a clear line to Al Zahbi, center of Aht Urhgan. It's the jewel of the wasted, barren region of Thanalan, a bustling hub of commerce, a place where even the lowliest adventurer might find fortune and fame in the arenas or via careful self-promotion. Of course, it's also the most dangerous. Sure, there are spirits woven throughout Gridania and pirates in every corner in Limsa Lominsa, but Ul'dah is filled with those who'd smile to your face and then shiv your spine as soon as you turn around. Beneath a glittering facade lies a horrid hive of cruelty, and the journey to the top the city is rife with backstabbing and strife. If you're not a native, you might not realize just how bad the place really is -- or how far the city's powerful members are willing to go to ensure that Ul'dah remains at the center of trade.

  • The Mog Log: Get together

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.18.2012

    Grouping with other players is inconvenient. It can also be a lot of fun, but it takes more work to get a half-dozen people running in the same direction compared to just operating on your lonesome. But you're a lot more likely to stick with a game if you can find other people to play with, and thus both Final Fantasy XI and Final Fantasy XIV have offered different approaches to grouping and encouraging parties. When I started playing MMOs back when Final Fantasy XI launched, I wound up being soured by the game's insistence on grouping for a long while. These days, I can take a much more objective view of both sides because for all the hiccups that the system brings, Final Fantasy XIV's much more open environment has its own pitfalls -- some a result of basic game design, some a result of the less demanding approach. But why just look at this from the top down?

  • The Mog Log: Who mourns for Eorzea?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.11.2012

    Final Fantasy XIV takes place in Eorzea, which is one of the continents of Hydaelyn. It's also the smallest continent, and it's generally sort of off in the middle of nowhere. The land is surrounded by tiny islands, it's filled with bickering city-states of varying influence, and it generally seems to be seen as a place that's both wild and not always particularly pleasant. And from the player's perspective... well, we don't even see all of the continent. So every single player adventure has taken place on a small portion of the smallest continent in the world. And yet despite this, this tiny little land mass has apparently become massively important. The Garlean Empire is preparing to sweep into the land with all its might, and the land has become a hotbed of activity as the various city-states try to stop stabbing one another long enough to mount a defense. But all of that prompts the question about what, precisely, makes Eorzea noteworthy. Why is this tiny little corner so important?

  • The Mog Log: One year, two courses

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.04.2012

    Today does not quite mark the two-year anniversary of The Mog Log. That was back on January 24th, but I decided to run just a wee bit late with annual retrospectives. We're now close enough to the year mark for argument's sake, which gives me a chance to look back at how the past year of the column has shaken out, what's gone right, and what hasn't. That ties into the issue that one invariably finds when a single column covers two games: There's a split. Whether or not you like Final Fantasy XIV, you can't argue that the past year has brought an onslaught of changes to the game. On the flip side, there's been less going on in Final Fantasy XI than in any of the game's previous years of operation. As a result, I've had a difficult dilemma to try to juggle: There's one game moving at high speed and one staying rather stagnant, but I don't want to give undue attention to one over the other.

  • The Mog Log: Weakness is strength

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.28.2012

    If you think about characters in the online Final Fantasy games compared to the console-based equivalents, you have to come to a kind of demoralizing conclusion: Your character online is pretty weak. In Final Fantasy XI, you can cap out your Black Mage and you'll still never learn Ultima. In Final Fantasy X, by the time you have your Black Mage using Ultima, you've still got most of the endgame ahead of you. Final Fantasy XIV might move the power scale upward, but at this point your character hasn't even actually mastered being a Paladin, much less summoning anything. Final Fantasy VII, by contrast, gave us three different versions of Bahamut to summon just to keep him relevant, and he was still nowhere near the best. And you know what? It makes the games much more fun to have these barriers in place. Players have been clamoring for high-end summons in Final Fantasy XI since forever ago, and the fact that it's not even on the visible horizon for Final Fantasy XIV is disheartening to some. But there's something to be said for a play environment where these touchstones of power remain out of reach, certainly for now and possibly forever.

  • The Mog Log: Final Fantasy XI classes, round four

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.21.2012

    One of the funny things about writing a regular column is that sometimes, when you start out writing a series of connected columns on a topic, you have a point you want to make. Other times, you find a point making itself as you go, and you realize that it's a pretty good point. After our first three columns covering the various classes in Final Fantasy XI, that effect is on my mind, especially as I move into the fourth installment. As before, the standard caveats apply. Nothing below is meant to debate relative power levels or overall worth; instead, I'll judge the class solely on its own merits -- how much does it offer other jobs, does it have a unique mechanical identity or not, and how cool is the darn thing. With that in mind, let's round out the advanced jobs from the core game with Beastmaster, Summoner, and Bard!

  • The Mog Log: Adventures equal battles

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.14.2012

    One of the big selling points of Final Fantasy XIV before launch was that there were many classes devoted to doing things other than fighting. The promise was made, more than once (if memory serves), that even non-combat classes would get to take part in the main story, and it was also stated that these classes would still be useful to an adventuring party even if not quite as good as another Disciple of War or Magic. At this point, of course, we can confidently say that part was a lie. A Botanist is about as useful in combat as an actual botanist in a fistfight. But Naoki Yoshida has gone on record that the former part is a lie as well -- that if you want to take part in the main storyline, you really do need to level a combat class. It wasn't something that was really highlighted, but it was still there, and it's worth unpacking as we look forward to another year of the game's ongoing development. If you came in expecting to only craft and gather, you're no longer going to have your run of the place.

  • The Mog Log: Final Fantasy XI classes, round 3

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.07.2012

    There's a certain brilliance to the fact that the first six classes in Final Fantasy XI mirror your selections back in the first Final Fantasy game. Once you hit 30, you can start transferring into the more iconic and frequently bonus-laden advanced jobs, but your initial selection is meant to call back to the start of the game. Those are the classes that I've already covered in this column, first with a column on the three physical classes, then the three caster classes. But that's barely the tip of the iceberg. The core game only offered six advanced choices: Paladin, Dark Knight, Ranger, Beastmaster, Bard, and Summoner. Today, I'm going to be taking a look at the somewhat more physical side of the group, using criteria established way back when I started talking about class design philosophy. Bear in mind that this isn't meant to discuss strict power levels; that's the sort of thing that gets fiddled with easily enough and frequently enough that a unique mechanical identity matters more than who's on top at any given week. On with the first batch of advanced jobs!

  • The Mog Log: The 2012 forecast

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.31.2011

    As we enter the twilight of 2011, I can say with absolute certainty that my predictions for Final Fantasy XI and Final Fantasy XIV were wrong, which is fine, since when I made them last year I seem to recall saying to myself that I was predicting more on the basis of "should happen" than "will likely happen." I was overly optimistic about several things, overly pessimistic about a couple of others, and going in a completely different direction from the design team on the rest -- which is fine by me, actually. That having been said, whether proving that I'm not afraid of failure or that I don't know when to quit, I'm coming back for another round of predictions for this coming year. But there's one major variable in the equation that's horrible to try and account for, and that's Final Fantasy XI. I can easily see the game going one of two ways, and while I think one's a bit more likely, there seem to be more divergent futures for it than for Final Fantasy XIV.

  • The Mog Log: Eye of the earthquake

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.24.2011

    This has not been a normal year. Not for me, certainly -- I certainly didn't expect back in January that I'd be facing a week without power later in the year -- but not for Final Fantasy XI or Final Fantasy XIV either. None of us was expecting both games to be shut down for a while in response to a horrible earthquake hitting Japan, for example. But barring something truly bizarre happening over the next week, the year is finally winding down to a close, so we can look back on what's taken place with analytical minds. Even without the earthquake, though, this hasn't been a usual year for either game. Admittedly, Final Fantasy XIV hasn't had a "usual" year to use as a baseline, but it was certainly a tumultuous one for players and developers. And Final Fantasy XI... well, it's had an unusual year more in terms of what didn't happen. Take a look past the break as I take a look down memory lane.

  • The Mog Log: Forward impressions of patch 1.20

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.17.2011

    As I write this, patch 1.20 is not actually live just yet. All I have to go on is a monster list of patch notes and the various previews we've been given thus far. Of course, by the time you're reading this, the patch will have released, and I have no doubt that some people will have played through everything it has to offer a couple of times over. So I'm working at a bit of a disadvantage. In some ways I'm actually not in that terrible a spot. The last two patches have done great things for Final Fantasy XIV, and the patch notes are long enough that I can at least make some reasonable guesses about how things will play out. So I'm going to do precisely that, with the obvious caveat that I might be punching at the wind. Long story short: I'm confident about this patch; only a few bits irritate me.

  • The Mog Log: Final Fantasy XI classes, round 2

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.10.2011

    It's time for the second batch of Final Fantasy XI classes to be examined under a set of criteria that have absolutely nothing to do with their actual power level. (Those change too often, and frankly I've never been a fan.) The first time around, we took a look at the three physical classes, who generally scored... all right, but not great. Each one had a clear area of expertise and some serious weaknesses in other areas -- which makes sense, being as they're starter classes. The casters, on the other hand, are a different story. Sure, Warriors wind up later being an ur-type that gets distilled into several other roles, but most of the casters retain their uniqueness far later in the game. So let's take a look at your other three options when starting a new character in Final Fantasy XI, all of which have the same last name.

  • The Mog Log: Narrative voices

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.03.2011

    One of the things that I've said for years about both Final Fantasy XI and Final Fantasy XIV is that these are MMOs that love story. Other MMOs have a narrative, sure, but it's in Vana'diel and Eorzea that story is really a big part of the game's appeal. There's a definite push in both games for players to take part in a narrative, to feel as if they're taking part in an epic story. So let's not kid ourselves. There's another game coming out that offers to do the exact same thing, and it's doing so with a real set of chops. Star Wars: The Old Republic is on its way, and it's staking claim to the same territory with a very different presentation. Both Final Fantasy XI and Final Fantasy XIV are niche games that are never going to have the same sort of mass-market appeal as BioWare's behemoth; that much is a given. But the real question is what happens when one of the big selling points of these niche games is co-opted. Is the story in Star Wars: The Old Republic better? Will it even matter? What happens when someone else decides that story is a good place to hang a design philosophy?

  • The Mog Log: Final Fantasy XI classes, round 1

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.26.2011

    The character creator in Final Fantasy XI was my first exposure to character creation in MMOs, which is disappointing. There's no way to paint it as a good system, at least not to someone who is more or less powered by character customization. But it did give you your first six options for character class, and since we're starting the no doubt many-part series on character classes in both games as of today, it's relevant. At the beginning of the game, you choose a class selected from the same six classes that have made up the "default" arrangement for the series since, well, 1987. Today, I'm going to take a look at the three physical classes from that initial assortment: the Warrior, the Thief, and the Monk. We're going to be using the same initial criteria that kicked off this series, so take a moment to look at that if you're unfamiliar. Without further ado, let's get to classes!

  • The Mog Log: Fluffballs on parade

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.19.2011

    Despite what it might have seemed like, last week's column was not actually meant as a direct response to Final Fantasy XIV's announcement of class revisions. It was just a happy coincidence, really. I could go into more detail, of course, but I had already planned on talking about the eponym of the column, which I haven't done since I kicked the column off in the first place. Moogles are ubiquitous in Final Fantasy XI, and while they're a bit rarer in Final Fantasy XIV they're still not a secret. This is understandable -- after all, the small little critters are part of the glue that holds the series together conceptually. So it's odd that when you get right down to it, they're only peripherally involved with the settings of the games they appear in. Despite the ubiquity of the moogles, it's debatable whether some of them are even there.

  • The Mog Log: Class philosophy

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.12.2011

    I'm willing to bet that there are MMOs out there with more classes than the online Final Fantasy installment, but there aren't any that spring to mind with such a wide array of classes and such a schizophrenic outlook on how they work. In both Final Fantasy XI and Final Fantasy XIV you can switch between classes freely, each class with its own emphasis... and yet you can also port abilities from one class to another in some fashion, thereby blurring the distinction of each individual class compared to its peers. If it isn't obvious, I've been thinking a lot about classes, how they work in the games, and where the two different implementations succeed or fail. So I'm going to start off by taking a look at classes as an overarching construct, what they should be providing for both games, and what the developers seem to want from the classes in a game-wide sense. If this sounds about as interesting as watching paint dry, next week we'll be taking a break to talk about moogles. For now, though, let's talk about what a class should have.

  • The Mog Log: Five zero

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.05.2011

    The march to the level cap in Final Fantasy XIV is nothing like that of its predecessor, but it's still an undertaking. The fact of the matter is that leveling shouldn't have taken me nearly as long as it did. The game has been out for over a year, after all. But between my usual inability to pick a class and stick with it, natural disasters, and various other circumstances, it was only a couple of weeks ago that I finally hit level 50 on my Gladiator. Receiving the full red cobalt set a level earlier did mean that the level was a bit anticlimactic at the end, but it all balances out. But now that I'm here at max level, I can look back on the path as a whole and have a different perspective on several parts of the game's structure, both the good and the bad. Especially since it's the first time around that really matters.