the-mog-log

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  • The Mog Log: Another course

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.29.2011

    For this week's Mog Log, I'm going to start off by making an analogy about what Final Fantasy XI needs for the future. Picture, if you will, a restaurant in which you can order any food imaginable. Sometimes the food takes a little while to get prepared, but it's always cooked just to your taste. It's expensive, and all of the chairs are broken, but it's your favorite place to eat because the virtue of getting whatever you want outweighs all the detriments. Now, let's say you go into that restaurant, sit on one of the broken chairs, and get on the phone to call Square-Enix and tell it to make another expansion for freaking Final Fantasy XI already. Seriously, Wings of the Goddess is practically fossilized at this point. We're on the game's eighth year of operation in North America -- midway through the ninth in Japan -- and boxed editions of WotG require a team of university archaeologists and possibly carbon dating to identify. I never claimed it was a great analogy.

  • The Mog Log: Love potion number 1.19

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.15.2011

    I've had another week to digest the enormous patch that we got last week, and I have to say that... I'm still not done. Really. I'm no longer in the stage of absolute baffled disbelief, but I haven't yet gotten a firm grip on all the changes. Heck, I haven't had time to explore all of them to my satisfaction. I've been questing and riding a chocobo hither and yon and noticing how repairs now cost me essentially pocket change. But I promised more talk about the patch this time around, and I've got more. I just want to emphasize how enormous this patch really is, bigger than any of its predecessors -- and considering how big several of Final Fantasy XIV's previous updates were, I'd say that's saying something. So let's talk about experience chains and powerleveling, class balance, and of course materia just past the break. Or rather, I'll talk. You know what I mean.

  • The Mog Log: Patch 1.19

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.08.2011

    So there was a Final Fantasy XIV patch on Tuesday. Maybe you heard about it. It was only all over the parts of the internet that care about Final Fantasy XIV, and even some that don't. This was not a patch in the traditional sense; it was a huge reworking and revamping of several parts of the game. It's a big patch, that's what I'm getting at. And I've spent the past several days diving into it with all the time I've had because this is the sort of thing that really changes a lot of core assumptions about the game. So it's been a time of empirical testing, a time of leveling, a time of dropping a lot of gil on new pieces of equipment and getting ready to tell my readers whether this patch was everything promised or fell flat. And truth be told, there's too much to address even in one column. But I can at least get started.

  • The Mog Log: Beauty of the beastmen

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.01.2011

    Well, it turned out to be a very good thing that I wasn't planning on talking about Final Fantasy XIV's patch 1.19 today, since it's not quite available just yet. That includes the absolutely enormous list of updates and changes to crafting, with several items apparently being yanked out of rotation altogether. Use up the ones you have and get ready to just vendor the rest, from the looks of it. Perhaps make some lumber ahead of time. At least your inventory woes should be somewhat diminished. But this week's plan wasn't to talk about the patch; it was to talk about beastmen once again. Regular readers will note that I've already spoken about beastmen once before, taking a look at the often fascinating societies of non-human creatures living outside of the major cities. (I'm using "human" as a blanket term here for hume, elvaan, tarutaru, etc.) Today, I want to look at this in a bit more depth. What exactly do both Final Fantasy XIV and Final Fantasy XI use the beastmen for in terms of storytelling? What makes them compelling and interesting?

  • The Mog Log: A year that wasn't

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.24.2011

    So it's been a year since the release of Final Fantasy XIV. Well, all right, that's a a bit debatable, what with the differing launch times for the collector's edition and the general retail edition, but for the purposes of this article and my own memory, I'm going to go ahead and focus on that one-year anniversary right now. I remember driving down to pick the game up a year ago on Thursday. That's close enough. And there's a lot that's changed since the game was released. It's a well-known fact that I liked the game even in its initial state, but it had some pretty major issues and some points of lacking implementation. And it doesn't feel like we're a year out from launch as a result of all the things that the game has changed since launch, with each patch bringing not just new content but major overhauls to the existing game. So was there even a point to launching the game right then, considering both the reception and the fact that we're still without a subscription charge?

  • The Mog Log: Throwing out the barriers

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.17.2011

    If you're starting Final Fantasy XI fresh right now, you'll have the most fun if you have absolutely no idea how much stuff you have to do -- not just because it's intimidating, although that's certainly an element, but because it's a huge pile of things that you can't do by yourself in any meaningful fashion. You have to rely on charity or making friendships based solely on your charming personality because you've got pretty much nothing else to offer when you start off, and no one at level 85 really wants to go farming for subjob items yet again (to say nothing of gysahl greens). These sentiments are not new. This is not something that I have never said before or a thought that had remained unexpressed for ages until just this moment. I've long talked about the fact that there's a huge barrier to entry for the game, one that essentially locks the game in for the people who are playing right now and no one else. But for all that talk, I can also see some very good reasons to keep those barriers in place because they're providing some useful functions -- or at the very least, they're not actively harmful.

  • The Mog Log: Point by point

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.10.2011

    Physical levels are leaving Final Fantasy XIV. We've all known that for a while, to the point that I even wrote a column speculating, in part, about what will happen to the whole bonus point system once that change goes live. As it turns out, what will happen for the time being is that it will be abandoned altogether, with character development going automated until at least 1.20. No more allocation of points to attributes any longer, and no word on what this will mean for the many traits designed to muck about with attribute distribution. This is going to result in a bit of a downgrade for some players (if you're physical 40 and leveling something at rank 10, for instance), but by and large it's also going to help correct a longstanding issue that the game has had. We've got a lot more options for playing around with attributes and abilities when it comes to FFXIV than we did in Final Fantasy XI, but the downside of the breadth has been the simple problem that no one knows what the attrbute values actually mean. You know the number, but the number itself is pretty much meaningless.

  • The Mog Log: Far too much accountability

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.03.2011

    Sometimes, it's really hard to figure out what in the world Square-Enix is thinking. I don't really make a habit of defending Square on principle; I defend stuff that's defensible in the first place. There are decisions that might seem odd, but they make logical sense and can actually be defended in the correct light. That's mostly a function of trying to see a reasonable set of decisions and reasonable motivations amidst what can sometimes seem baffling. It's not always an easy road. And then there are times when I can't even start to decipher what in the world anyone in the management train was thinking. Even when I do decipher the thought process that led to the action, it's the sort of thing that leads to some mixture of bafflement and irritation at the overall lack of thinking. That's my reaction when I look at the whole Square-Enix Account merger fiasco for Final Fantasy XI -- something that could have been a great idea but wound up just being an overall terrible execution.

  • The Mog Log: Land and Hand rising

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.27.2011

    Two big pieces of news came out of the development pipeline for Final Fantasy XIV over the past couple of weeks. First, we're seeing a big streamlining process coming to crafting. Second, we're seeing a brand-new stealth ability for Disciples of the Land and only Disciples of the Land. Like clockwork, the former has already started prompting questions about dumbing down the game or stripping out the fun of crafting, and the latter has prompted all sorts of questions about balance and whether or not it's removing something integral to the game. Of course, we've also seen no shortage of people happy about both of these changes; I don't mean to imply that there's some sort of uniform opposition to this approach. And these are big changes, without a doubt. Coeurl Step essentially removes monsters from the equation for all but the rarest gathering attempts, and changes to synthesis greatly simplify the system's overall level of complexity. It's easy to see both of these as negatives, but it's also easy to see both of them as positives when you look at the roles of the classes in the game and the overall thrust of the changes.

  • The Mog Log: Swimsuit edition

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.20.2011

    On Saturday, I spent a downright embarrassing amount of time in Final Fantasy XIV getting a set of clothing that I had no intention of actually wearing. The former part isn't that unusual; I'm a roleplayer, so I'll happily hold on to equipment that I have no use for in game terms if I can see a use for it as part of a roleplaying outfit. But this was precisely the opposite situation: There were no character benefits to be derived from the clothes, nor would I ever have my character parade around Ul'dah wearing it. No, my motivation was as out-of-character as you could get. I wanted a wallpaper. If it weren't obvious, I've been digging on the Firefall Faire event as a whole, both for the general atmosphere and the rather unique reward at the end. And luckily, if you haven't finished unlocking your cheesecake wallpaper just yet, there's still time. So jump on past the break for a discussion of how to win at ash collection, my own thoughts on the event, and yes, cheesecake wallpaper shots. (Hey, I might as well use them, right?)

  • The Mog Log: Acquired tastes

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.13.2011

    I've been saying for nearly a year now that Final Fantasy XIV is not for everyone. I've also been saying for a year now that I really like it. The veracity of both statements has remained essentially unchanged through everything, even though the game is indisputably better than it was when it launched. But saying "this game isn't for everyone" isn't saying a whole lot, especially as the statement is true of MMOs in general and every specific MMO in existence. In the case of Final Fantasy XIV, though, it's a bit more complicated than simply "you may or may not like it." The game is its own flavor of bizarre crossbreed, something that is at once modern and a throwback and filled with some unusual decisions. On the open plains populated by the lions and hyenas of other MMOs, FFXIV strides around looking like an inheritory to the great theropods of the Jurassic, filling the same evolutionary niche while being a totally different animal.

  • The Mog Log: Duo feature

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.06.2011

    A few weeks back, I got an email from a reader talking asking about getting back into Final Fantasy XI after a long absence. As he put it, he and his girlfriend were thinking of going back to the game together, duoing their way through Vana'diel. Which is a great idea, as it's a game very well suited toward duoing, now more than ever with the existence of varied regimes and training manuals. Of course, there's more to the equation than just throwing two classes together and hoping for the best. There are a lot of things that you can do to make your experience harder than it needs to be, something that I'm unfortunately familiar with from my own experience. So this week, I'm going to take a look at what you can do to make your life easier when running as a team, no matter what resources are available to you in terms of jobs, gil, and fellow players.

  • The Mog Log: Into the depths of Toto-Rak

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.30.2011

    Aw, jeez. Not only do I have an extant interesting question posed to me by a reader, I had another interesting question posed to me over the course of the last week. They're both questions that deserve a lengthy answer, with the full complexity and subtlety of a column devoted to them. But I'm not going to be talking about either of them this week. See, I had the good fortune to run through the Thousand Maws of Toto-Rak while it's still pretty much new content. And there's some confusing stuff going on in there, some awesome moments, and more to the point no hard written information in a central space to refer back to. So I figured this would be as good a time as any to put together my notes about Final Fantasy XIV's lower-level raid for public viewing, so that other players can hopefully assemble a more definitive guide over time. And besides, who wouldn't want to talk about a dungeon that sees you exploring the Empire's chthonian machinations?

  • The Mog Log: Proof of concept

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.23.2011

    Final Fantasy XIV's last major patch was back in March, when 1.16 brought out the first iteration of the game's quests. Sure, we've had updates since then, but even 1.17 didn't really have the appeal and the energy that you'd expect from a major patch. And 1.16 was something of a disappointment at the time -- not bad, but not nearly what the game needed. There was an awful lot missing there, stuff that seemed basic. I wasn't happy, in other words. Well, here we are now, at 1.18. Any better? In a word, yes. A lot of the stuff that needed to be fixed has been, and a lot of the improvements the game has needed have come through. I've unfortunately only had a little time to play around with the update, but what I've played has been pretty uniformly positive. Positive except for the notable issues that the game was having with the login server right after the patch, but who actually expects patch day to go smoothly? (Other than me, I mean.)

  • The Mog Log: Winging right along

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.16.2011

    Out of every expansion that Final Fantasy XI has sported, Wings of the Goddess feels the most incidental to me in some ways. Not that it was bad or unimportant or anything of the sort, just that it wasn't quite like the other expansions in the game's history. Part of that is because of the fact that it was released at a time when I was taking an extended break from Final Fantasy XI, but part of that is because it's probably the least ambitious of all the game's expansions. Rise of the Zilaart was unambitious, but for most gamers in North America, it wasn't really a distinct expansion so much as another part of the core game. Chains of Promathia and Treasures of Aht Urhgan were both ambitious, with the former probably being the least successful of the lot and the latter probably standing out as the "best" expansion. That leaves WotG in the unenviable position of being the mediocre expansion, just good enough to beat out the nadir but not nearly good enough to reach the game's apex.

  • The Mog Log: Time to relax

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.09.2011

    Time is strange. It's everywhere and yet invisible, and all we can do is represent it through measurements of time. Time flies, but time drags, and sometimes you're not sure where the time goes. Time keeps on slipping into the future, but you'll never get your time back, and you wait for the right time for what seems like an endless stretch of time. Time pushes us forward, holds us back; we put in hours of time at our jobs in order to get more time for play and relaxation, trading time for time. Final Fantasy XI and Final Fantasy XIV both love time and timing. We have no shortage of timed events in both games, with the latter having almost gone overboard with the amount of time that matters. You're timed on your guildleves, which have a reset timer to contend with. The upcoming dungeons will be timed. You're even on a short clock of time when it comes to crafting. Why all the fascination with time? Do we need this much time? What would it matter if we stripped out all of the timing?

  • The Mog Log: Nothing changes when you leve

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.02.2011

    Apparently, my not-really strategy of promising a column on a given topic in the following week has ensured that we're kept in a steady stream of interesting Final Fantasy XIV and Final Fantasy XI news, just enough that my plans for the following week are derailed. It does make the "next week" sentence a bit useless, but I'm not really complaining. So while I was going to talk about timing, this week we're talking about guildleves instead because Naoki Yoshida certainly wants to talk about the changes being made to guildleves. I talked a while back about the place that guildleves have in the game's overall scheme of content -- namely, that they serve the role of effective repeatable content that fills in the gaps between memorable content. The funny thing is, for all the talk in both the producer's letter and the subsequent outline of changes about what will be altered, I don't think the real change is coming down on our end. I think it's just a change in production values.

  • The Mog Log: Level Y

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.25.2011

    Why are you leveling? It's a fair question in Final Fantasy XI and Final Fantasy XIV and really pretty much any MMO, especially because it's one of those questions you don't really ask while you're knee-deep in the game. You're just playing, you see that your level isn't at the level it could be, and you start doing what you have to do in order to make that number go just a little bit higher. By the classic model in Final Fantasy XI, you find a party, and in Final Fantasy XIV, you get some leves and head out to the races. But that doesn't address the question. You know what you're doing, and I know what you're doing -- the question is why you're doing it in the first place. Even in a game without levels, you shouldn't be leveling. The answer to that question should always be confusion not over the reason but over the very concept. So I'll ask again -- why are you leveling?

  • The Mog Log: Full auto

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.18.2011

    For this week's installment of The Mog Log, despite my hints last week, I'm going to do something fairly conventional. I'm going to type at about 500 words a minute. More accurately, I'm going to discuss the two-minute preview we received earlier this week regarding the game's combat with auto-attack, and at the usual length of this column that winds up at right about... yeah, you got the joke. Of course, it's not just the video preview that's interesting in the producer's letter. The preview is nice, don't get me wrong, and it gives a good idea of what sort of things we can expect to see when 1.18 launches... but we also have more specific information given on exactly what players can expect from the system changes. And there are some pretty big ones mixed in there, either stated or implied by the video, which ties into the state of Final Fantasy XIV at the moment and where it's going to be in the future.

  • The Mog Log: Grounded

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.11.2011

    After last week's column, I mentioned that I was pretty energized to give some of Final Fantasy XI's other additions a try. Chief among them, naturally, was the addition of Grounds of Valor, which is essentially Fields of Valor with special sauce. Said special sauce is a stacking buff for each successful regime completed, meaning that staying in one zone and working your way through training regimes is even more rewarding than it was before. Well... in theory, anyhow. Rather than just subsisting on the basis of theory, I decided it was high time for Rhio to continue in the experimental process she had engaged in long ago. So after donning a Destrier Beret and making sure she had her fair supply of grotesquely powerful anniversary rings, I set out into the wilds to try my hands at the new grounds system. The results were... well, I'd like to say they were surprising, but mostly they were just a reminder of a universal truth about Final Fantasy XI.