Alts and the Way Forward

Alts.  The primary purpose of an alt is to provide a different experience due to the limitations of the primary character.   This is extremely applicable to class-based and level-based games, as the experience of a level 10 monk is much different than a level 40 wizard.  Skill-based games are a little different, depending on how they apply their cap.  Ultima Online for example, only allowed you to max out a subset of skills, while EvE allows to you max everything, if you play for 10 years.  People still end up specializing in skill-based games.  There are other reasons to play an alt, but these are really the most common ones.

The kink in this thought is the concept of an avatar, or a player representative rather than a character representative.  In 99% of games this is your game account, where you gain access through the character selection screen.  FF14 is the clear outlier, where a single character can complete all the content – alts are used for either cosmetic reasons (race/sex) or to play on a separate server.  All the game share a similar vein, where content is gated.  The warrior in WoW is generally separate from the Cleric – aside from pets, mounts and achievements.  FF14’s levels keep content separated, but quest progress is shared across the various jobs.  I’ll pick 5 games here to see where the similarities and differences lie.

WoW

After reading a bit more on the 6.2 dev Q+A for WoW had my thinking wheels going for a spin.  First though, I certainly can appreciate the candor in the responses.  Aside from the raiding progress, it’s fairly clear that the entire expansion had some serious core issues that were not addressed until 6.2.  (That certainly begs the question as to what they actually did for the 20 months between SoO and 6.2).  The second thing I noticed is how alts are mentioned as being the sort of evidence of many of these issues.  Rep grinding, garrisons, dungeons, professions and gold making are all linked in some form to alts.

Most telling is that using alts solely to farm gold (essentially just a 5 minute log on/off, and a weekly craft) is pretty clear that there are core issues with the content.  It means that the content available is of such poor quality that no one bothers to do it again, and that it has no relevance to the playerbase.

Rep grinding only being available from killing enemies is clearly a bad move.  It takes a long time to get through that and it’s eye-bleedingly boring.  6.2 addresses that.  So did the MoP rep commendations.

Garrisons were designed to be self-contained, in that you could level a character to 100 without stepping outside your gates (I did something quite like this with my Rogue).  Aside from companions and unlocking expansions to the garrison, there was no need to leave.  You could fully level and gear a player through the missions.  And supplement your main character with tons of gold from those missions.  I was making 500g per day in 5 minutes, with weekly spikes due to cooldowns.

Dungeons provided zero incentive to run outside of the story progress.  All the gear was supplanted by LFR or garrisons.

Professions were gated behind daily/weekly cooldowns, and could be done entirely in the garrison.  You’d complete as much in 1 minute as you would in an hour.

Wildstar

While there are more links between the characters in Wildstar (pets, mounts, linked housing) there’s still an issue with alt progression.  Unlocking raiding is still gated on a character basis, rather than a player basis.  Reputation grinds are there, locked behind daily quests that do not get faster with alts and gate items needed to do top end activities.  I do hear tell that both of the items are being changed for the F2P conversion though, so there’s some light at the end of that tunnel.

Crafting has cross-dependencies, more than most games, but still not terribly relevant once you get to veteran dungeons.

Ultima Online

Ok, I’ll admit I’m stretching back in time here as I haven’t been active in 10 years.  I did play (very) actively for a long time though, and made a habit of selling 7x GMs on ebay.  A typical account would have a miner/armorer/weaponsmith, a mage hunter, a tank, a treasure hunter and a house crafter.  Each filled a particular niche of the game, and each had dependencies on the others.  Due to the quick ramp up time of each skill, it was a relative simple matter to swap between characters at any given time.  And since there were no levels or content gates, a brand new character had access to the exact same content as 7x GM.  Their ability to excel at that content differed mind you, with is something EvE has in common here.

Rift

Rift is an outlier as it’s the mid-way point between distinct classes and distinct characters.  There are only 4 classes in the game, and each class can play each role (tank, heal, DPS, support) to relatively similar degrees.  It is certainly a different experience skill-wise to play a Rogue versus a Mage, but they still fill the same role, which is not the case in most other games. Most other games let you play 2 roles (DPS+other) for all the characters.  Crafting is different though, as you’re limited in which skills you can pick up.  There are few cross-dependencies though, so there’s little boosting of a primary character.  Planar attunement is even shared across all characters, which is a great incentive to play others characters.

FF14

This game shakes up the status quo and yet, maintains portions of it.  Content is gates through 2 mechanisms, level and progress through the main quest.  You only have to do the latter once and then it’s available for any other job on your character, assuming you have the job level to do it.  So my 51 White Mage has unlocked (most) everything before Heavensward, but my level 30 Dragon Knight can only access content available for characters 30 and below.

In an interesting twist, there’s a benefit to leveling multiple jobs through cross-class skills.  If my WM where to level a Black Mage to 26, he’d gain access to a skill that makes anything instant cast (like resurrection).  Crafting is similar, where there are clear benefits to raising everything to at least 15 to gain access to a host of skills that improve quality and future progress.  In fact, most crafting skills have a dependency on others, so either you have a really diverse guild, or you need to step up with your own materials.

Does an alt provide a benefit to the primary character?  Certainly.  But nearly all the content consumed by that alt is relevant to the player more so than the character.  All the jobs benefit more than the single one being pushed through.  And that’s a rather significant design shift compared to the rest of the market.

If you do have a “true” alt, in that I mean a separate character, then you’re in the same bucket as other MMOs.  It’s like you were a different person altogether, which is highly discouraged.

Sharing Alts

I would hazard to say that the shift away from distinct alts to shared alts is going to get more pronounced as games mature and come to market.  Or at least the game play would move away from a specific character and move to the actual player.  While level-based games will always provide some sort of gate to content, the majority of the game should be open to all alts once unlocked on a single character.  Having to “prove” yourself again and again makes little sense, outside of arbitrary padding to game content.

Impulse Buys + FF Update

It was my birthday last week.  One year older, though in truth the date itself never means much to me in that fashion.  It’s nice to see family mind you, but it’s not like I move the hand on some death clock.

It’s also an interesting fact that as you get older, it gets a ton harder for people to figure out what to get you as a gift.  I would say that time and a solid experience are the best things, at least in the grand scheme of things.  I don’t need another mug, but a day off? That’s sweet.  A night out?  Great too.

Of course, there’s always cash.

Impulse Buys

I’d been thinking about getting a couple items for a while, and with the birthday cash, I picked up my tablet and made the buys.

First, a top end coffee maker from Bonavita.  I had tried coffee from a friend’s place who had this machine and it was by far the best home brew I’d ever had.  I had bought a Tassmio single brewer a while back, and even though that was good, it was costly and wasteful.  I’m not a coffee snob, I’ll have a cup of freeze dried at 5am to help wake up but I also like to have a great cup from time to time.  Plus, I wanted something that can serve more people too, as my 10 year old $20 machine was horrible.

Second, in the winter I had seen Star Wars: Imperial Assault in a local game store.  Miniatures + board games + cooperative play?  And add Star Wars?  Hell yes.  Apparently it’s a slight upgrade and skin job on Descent, which I already own and is pretty darn good.  Looking forward to setting it up and playing a few rounds with the little ones.  Oh, and some paint jobs on the miniatures will be fun too.  Did I mention STAR WARS?  Just checking.

I guess that’s not really impulse, since I put some thought about it for a while.  Truth be told, I usually spend a LOT of time researching something before biting the bullet.  This one was pretty quick.

Even more quick was the delivery (that is such a poorly written sentence).  It took 3 business days to get to my door, direct from Amazon.  I do not understand how brick and mortar stores work anymore.

ARR is Complete!

First, the quests in 2.55 are just face painting.  It’s like the entire patch was just cinematics, and a LOT of cinematics.  The last 2 quests, I’m sure that was 45 minutes of in-game cutscenes total before I was able to set foot in Ishguard.

There were certainly highlights in those scenes but in traditional FF fare, there turncoats, smug bad guys, dead bad guys, an escape by the heroes and potatoes just standing around.  Of all those things, the potatoes are the most irksome.  (Side note, FF14 doesn’t have blood or death on-screen.  Which makes it hard to cut a guy in two, but they did it.)

But what’s a potato have to do with anything you ask?  Ok, you probably didn’t ask that but here goes.  A potato is a character who provides next to no value in a given scene, outside of frustrating/confusing the audience as to why they are even there in the first place.  It’s like a combination of a Red Herring and Chekov’s Gun.  It’s just a lot of SMH – but hey, that’s what FF does best right?

I made it off to Ishguard and tried unlocking the 3 jobs.  I started the 2 quests for Machinist and Astrologian but they require me to visit the old lands for some stupid reason that makes no sense in the context of lore.  They hate the other side of that gate, why would they send me there?  Dark Knight I unlocked though, even if it wasn’t terribly obvious how to get it started.  Neat intro to the line too.  I’ll have to spend some time on the market as all my lower level gear is meant for magic-users.

I think that’s about 2 weeks of playing, to get from 43 to Heavensward.  If I’d hazard a guess, it would be 2 weeks or so to get to 43 in the first place, maybe a bit more depending on your love of cutscenes and the duty-finder timer.  All mandatory content for anyone buying HS today without an existing character.  I can certainly see that as off-putting.

#FF14 – Nearing the End

So Close I Can Taste It

Inching a bit closer!  The start of patch 2.55 is all cinematics and rinky dink walk over here, and talk to someone.  6 of them too!  And the subtlety is pretty much gone, time for the big moves.  I got far enough in (popcorn and all) to unlock the last MSQ raid, Steps of Faith.

This one sets you against a dragon, Vishap, who’s walking across a bridge to knock down a door – essentially a DPS race, with a few cannons to help out.  I don’t mind a DPS race but an entire raid focused on one makes you wonder why it exists?  I mean, it looks neat and it’s the first time you’re actively fighting something that much larger than you.  Cripes, we fit the entire raid under the dragon’s belly.

Compared to the previous raid and the dozen or so wipes, I think I cast Cure about 5 times, and just used regen here and there.  95% of the rest of the time, I was in Cleric stance and just DPS.  Clerics aren’t super DPS either, I think I do about 200ish.  I’d guess a pure class would be double?

Have I mentioned how healers have it awesome?  Instant queue for this one again.

Anyhoot, unless I’m mistaken I have 2-3 fetch quests left, then about 30 minutes of cutscenes before Heavensward.  The downside is that the intro cinematic of Heavensward spoils a fair chunk of what’s coming.  The upside is that the MSQ is filling in the blanks and it’s pretty well done.  At least by FF standards.

Final Fantasy Lore

Let’s face it, Final Fantasy is one of the largest IPs on the planet for gamers.  Aside from Warcraft and Star Wars, it’d be pretty hard to find the next in line.  And I don’t mean character, that’s clearly Mario.  I mean the entire world/lore/history.

The neat thing about the FF series is how all the games are set in their own world but share common elements.  There’s always some sort of crystal, summons are always going to be present, character classes are nearly always there, and you’re always going to find Cid, Biggs, and Wedge.  The art style is almost always buckles and zippers and layers, with a side of crazy hair.  Moogles and Chocobos.  It’s not really a FF game without those pieces, though some took a while to make it into the series.

Even the combat basics have been pretty common across.  Sure, the Active Time Battle (ATB) has come and gone but the concept of slow, methodical thinking before actions has been there since the beginning.  Even FF13’s “just press A” mechanics were stalled by a bar that needed to fill up to execute moves.

That’s certainly one of the draws with FF14, how the archetypes and tropes of the series are used throughout.  The story pacing, the maniacal/plot hole enemies, the constant exposition, the humour, the stupid fetch quests, and the cuteness.  At any time where it thought the content felt “off”, the next moment it was back on track.  It’s rare enough to find a game with this much content that’s able to maintain pace/cohesiveness for such a long period.  I’m certainly more and more impressed as I move along.

#FF14 – Crysalis Down, Story Update

Finished Patch 2.5 content, so only 2.55 left to do.  I will say that as the game progresses, the content gets better.  The story is more engaging and the dungeons/raids are a heck of a lot more crazy.  Each Patch seems to unlock 1 dungeon and 1 raid, plus some neat story bits.

Patch 2.4

Patch 2.4 gave me Snowcloak and Shiva to run through.  Snowcloak was a pretty neat dungeons, especially the bigfoot fight where you hit him with snowballs.  The entire group was new to the dungeon and we decided not to read up on it.  After about level 40, there are no more tank and spank fights.  If you don’t catch the mechanics, eventually you’re going to die.  But the ramp up time to learn is fairly lenient.  Learning on the fly is fun, even more so when the mechanics are intuitive enough to grasp – at least in dungeons.

Shiva was a quick run, though there was a wipe due to not killing the adds.  As a general rule in raiding, it’s “don’t step in the bad stuff, stay close to get an AE heal and kill the adds”.  At least of the majority.  I will say that that fight was incredibly neat to watch, and her ultimate is amazeballs.

Patch 2.5

To start 2.5 I needed to clear Ifrit, Titan and Garuda on Hard Mode.  I guess these guys were hard at some time, because they were each twice as easy as when on normal mode.  More skills available makes a heck of a difference, and item level too I guess.  Once that was done, I gained access to Keeper of the Lake and Crysalis.

KotL was pretty neat for the first 2 bosses.  The last one, holy kidney beans, AE city.  A massive dragon head, the floor nearly permanently on fire and then 2 smaller (still large) dragons to take out.  It was the best fight I’ve had in an MMO in a long time.  Superb.

Crysalis though, that thing is a pain and extremely dependent on player awareness.  Massive hits on the tank that I needed to pre-cast for.  Then about 30 floating balls everyone needs to tag, in a specific order to avoid taking too much damage.  If not enough are flagged, then the boss does a massive AE (again, need to pre-cast).  Then more AE from the boss, so everyone needs to be fairly close to take the AE heal (which most ranged classes don’t get and stay super far away).  Finally, he teleports you into some odd version of the moon, where meteors hit the ground for ~75% of my hit points, so the 2 tanks needs to run under them and take the blow.  Miss 2 and it’s a wipe. It took a long time for the tanks to coordinate this properly.  Nearly 10 runs.  People were chipper throughout and very happy when it was cleared.  (Can I say how rare that is?  8 anonymous people and no one was a jerk?)

It was a sad ending to this chapter though, story-wise.  There are clearly some set-up elements in place for 2.55 and I am super hyped to go through that part.

Content Stays Relevant

I think one of the highlights of FF14 design is the duty roulette system.  Every piece of group content shows up in this LFG/LFR system after you’ve completed it once (and 90% of it has to be completed in the story).  It’s split up across low level, high level, elite, trials, story and guildhests (learn-to-dungeon), with each giving a significant exp bonus every day, and some currency for gear to boot.  This means that all the content remains relevant to everyone.  You might have a level 59 in a level 20 dungeon (scaled down of course) because he wanted the EXP bonus for doing it.  This also means that the queue times are fairly steady, depending on the role you run.  Tanks are instant, Healers are near instant for dungeons, ~4m for a raid.  DPS, well I feel sorry for you guys.

And there’s no dev resources to re-jig something to stay relevant.  I don’t get served some sort of warp-of-time dungeon like it was new content I should be happy about.  Instead, they make a new dungeon.

#FF14 – Ramuh Down

I hit 51 in the process and with Ramuh down I’m just past the half way mark of the pre-Heavensward quests since launch.  Yay?

ff14-leviathan

While the majority of these quests are fetch/talk quests, the story behind it is pretty neat.  There’s a consistent B-story in it all as well, which is sort of like a season-long storyline with each patch being an episode.  That’s pretty neat.  Plus so far, each patch has had a “raid” of 8 people.

King Moogle was the first, nothing too complex really.  I like moogles though, so there’s a certain flair here.  Leviathan was next and that one had a fair amount of moving around the map to avoid the big hits.  Nothing too crazy mind you, and the tank was pretty good (or at least “tanky”).  Ramuh though, he’s a friggin’ box of fun.  I think there was 1 person there who had done it before, which didn’t help much.  Plus I’m pretty sure I was the only one who read up on it before hand.  There’s a single mechanic where if you share this lightning link with another player, you take damage if you attack.  So you need to walk over these lightning balls to get rid of it.  I’m sure we lost 4 players on the first run and more than 2 on the last one.

ff14-ramuh

I get that particular mechanics can be tricky and that’s the flavor of each fight.  There’s always the whole “don’t stand in the fire, take down the adds” of every fight but each one has a twist or 2 to keep you on your toes.

Healing

I used to play DPS a lot, back when I was actively grouping and you needed DPS more than you needed healers.  When LFD/LFR came around, I swapped to healing to avoid the queues.  That’s stuck in FF14.  DPS-wise I can solo without really issues.  Duty-finder is pretty much instant too.  And healing itself, well that’s a bit different and for 2 main reasons.

First is the global cooldown.  At 2.5second, you need to pre-emptively heal the big hits and it’s a rare occasion that everyone is above 90%.  In the larger fights, this has a rather interesting mechanic of actual triage of targets, making DPS responsible for their own actions.  It’s a neat swap of the traditional HEAL EVERYTHING ALL THE TIME of other games.  It’s still hectic but it’s rare that you feel cheated.

Second is the group size.  At 4 people in a regular group, it makes healing a lot easier.  It’s one of my favorite parts of SWTOR to be honest.  And raids set at 8 people is even better.  Healing a dozen+ people is like having ADD and you can rarely pay attention to what else is going on.  Smaller groups means more focus and that’s fun.  I’m rather enjoying healing.

Gold Spam

I guess this is due to the expansion – sure do see a lot of new players in the game. I’m not sure Square Enix does anything about this actually.  Here’s a picture of my current Blacklist, all goldspammers.

ff14-goldspam

When an account gets banned, it gets listed as “deleted”.  Maybe gold spam is a sign of a healthy game?

Next Up

Continue on with patch 2.4 content.  There’s a good chance I’ll hit 52 before stepping into the expansion.  All of these through quests and the odd challenge log that coincides with my questing actions (duty-roulette and the odd fate).

And find a Free Company.  I’ve met a lot of neat folks mind you, and at a lot of odd hours.  Just need to find one that fits my playstyle.

WoW Raiding Done for WoD

In a surprise move (or not if you saw the cinematic), Blizzard has announced that 6.2 contains the final raid for WoD.  This is odd for a few reasons.

Lack of Known Future

Aside from knowing that flying is coming in a “future patch”, there is absolutely zero information on what else is in store for WoD aside from raids.   Best bet is that Blizzcon has an expansion announcement and that’s in November, 4 months out.  And unless they drop an open beta that that point, it’s another 6 months until something releases.  I refuse to believe that they would let another 12 months go between content patches.

Lack of Devs

Tanaan Jungle was supposed to launch with the game and in the last few months was pulled back to polish it up.  Resources were moved around within Blizz to meet dates and quite evidently focus on Hearthstone, HotS and Overwatch.  WoW seems like the least profitable of the bunch, or at least the one they are investing the least into.

Lack of Content

WoD will clearly be marked as the expansion with the least amount of content since launch.  2.5 raid tiers, 8 dungeons, no races, no classes, Garrisons, which killed cities, Ashran which put the final nail in open world PvP, a near-complete destruction of crafting.  But we got selfies.

Items that were supposed to be in this expansion (from their Blizzcon): Shattrah raid, Bloodspire and Karabor (cities), Farahlon (zone/pvp).  You’d think that would be at least 1 more content patch worth.

What’s Next

Well aside from the already known largest subscription drop in the game’s history, I’m certainly curious as to what the Q2 numbers are. I don’t see this news as inspiring any faith in the community and one of the most tone-deaf announcements of the year.  ESO just finished launching on consoles, Wildstar announces a swap to F2P, FF14 just launched an amazing expansion, SWTOR announced a big expansion in the fall.  This just seems like that kid in the corner eating crayons.

Edit: As I posted this, I received an invite from Blizzard for a free 7 days of game time.  Irony, I love you.

Other Blogs Related

How Long Should a Content Patch Last

Tobold is a fixture on my RSS feed.  Sure, he feeds the trolls as much as anything but when you’re posting nearly twice a day, you can’t bat 100.  (Quick aside, his D&D posts I find the most interesting).  A recent post about hitting a milestone in WoW got me thinking.  He’s done everything required to get a flying mount to work in WoD, then realized the actual function won’t be available until a later patch.

For those in the dark, WoW disabled all flying in WoD but left the door open for a later option. Then closed that door a few weeks ago.  Then opened it again, with what is basically an attunement step.  The basic gist of that attunement is that you have to complete most of the solo-player achievements (exploration, reputation, treasures, etc…)  Given the complete lack of any material for solo-players since launch, I would think that nearly everyone playing today had 90% of that done, with the exception of the 6.2 Tanaan Jungle content.  That patch came out last week and required a reputation “grind” and a couple rare bosses to kill.  Well, Tobold did all of that in about a week and aside from a toe-dip into LFR, he’s never really been a fan of raiding.  So, more or less he’s completed the major milestones for the patch.  In a week.

I think even he would agree that he took that content at an accelerated pace, acting as a sort of content locust.  At the same time, you have to wonder what’s going on at Blizzard when people have “finished” months of work in a week.  Is there some sort of formula the devs use when making new content?  Some sort of line in the sand that says “this should take them at least 3 weeks to get through”?  I may not like artificial gating but I can sure as hell understand it from a dev perspective.  Daily/weekly caps, reputation grinds, drop rates & RNG… they all prolong content artificially but they also have the side effect of keeping the population active.  Which is sort of important in an MMO, no?

I’m not so much against quickly run content, there are plenty of games that offer DLC that lasts about 2 hours.  MMOs feel like they deserve more though, or at least a bit more thought.  I’d like to think Wildstar’s patches were well thought out, with content that was group and solo-based, with artificial gates around them (usually a form of reputation).  FF14 is certainly the shining example here, with classes and housing included in patches, at at a decent pace too.  SWTOR isn’t too far behind either.  Then there’s EvE, the content king.

I guess it’s a good thing that there are so many MMO options out there.  Not only can you find one that fits your basic tastes but likely in the case of a tie, you can pick the dev that provides content at an appreciable pace/length to boot.

#FF14 – Finally 50

I will say that the trek from 43-50 was longer than I expected.  That being because my expectations are leveling speeds found in pretty much every other game.  Then I realized I hadn’t even unlocked my Challenge Log and in 1 day I made 2 levels.

Level 50

I actually hit 50 just after the first “raid”, or at least 8 man party. It was a 1 boss battle and the LFR-ish tool (Duty Finder) took under 10 minutes to find a group with me as a healer.  Wasn’t too hard either.  Following Rohan’s advice, I bought the expansion ahead of time, so you can see that I’m a bit into level 50.  Seeing as how I can’t unlock ANY level 51 content for about 50 quests, this seems like it should be a nice head start on the other content.

Looking forward to getting my own!

Looking forward to getting my own!

Clearly I’m not very far content-wise and I’m rather ok with that.  There are plenty of other people playing at this level, most of them Machinists or Dark Knights, so the queues are pretty much instant.  And I am absolutely blown away at how those dungeon runs give you massive chunks of experience.  One a day (each takes about 20-30 minutes) gives a huge boost.  You get another boost at 3 and 5 in a week.  It’s such a drastic swap out from other games leveling pattern.

On to the next set of quests.

FF14’s Content Mountain is Good Gaming Glue

The crux of the “games as art” argument is that both are subjective to interpretation.  And as much as there is shitty art, there are shitty games…so let’s no belabour the point too much.

Jewel over at Healing the Masses has a neat post about her qualms with the forced narrative in FF14.  While I understand the complaint, I think it’s one of FF14’s main benefits.  Here’s the logic.

Let’s say you’re a new player and you want to play with your friends who have been there for some time.  In nearly every other MMOs, you jump in, level up what needs to be done (or get carried, or buy a character) and in a week or so, you’re in the expansion territory.  FF14 takes a completely different approach.  From 1-50, you must complete the following quests to progress.  It’s not optional, you simply won’t gain other skills, jobs or be able to access other dungeons/content.  These are major gates.  And that’s just what launched with 2.0.  Once you hit level 50, you need to complete the majority of these quests in order to access Heavensward.  Jewel’s point that many of these quests have you running around the world is accurate – some of these quests can take 5 minutes or require you to clear an entire dungeon.

There are two options here. Either you look at that mountain of quests and say screw it, or you climb that mountain and meet the other folk who did the same.  This is a massive content wall, something that pushes away every 3-monther from giving it a shot.

WoW decided to open the floodgates to everyone.  Within 2 weeks of the WoD expansion, if you had never played you could have seen all the mandatory content from start to finish.  And when LFR came out, you could have cleared each wing out in a day.  A month or 2 in, and everything is done.  And then you lose 3m subscribers.   What was the record for hitting level 100?  Under 4 hours I think?

Wildstar took the crazy* approach of attunement but only at max level.  The original skill level required to attune was quite high but you could reach 50 by mostly face rolling, with some exceptions.  They’ve modified it since, but it’s such a massive departure from the rest of the game it throws people for a loop.  If there were more people playing this would be less of an issue but at current server pops, it’s a real challenge to complete.

FF14’s optimal leveling path is dungeon runs and group content.  The LFD system actually works pretty well since every single dungeon you have unlocked is available.  At 49 I was running a level 15 dungeon, and I scaled to its level.  That means that nearly all the content, in nearly all the zones, is relevant at nearly all levels.   Plus, forced grouping makes your social presence important.   This also means that people are going to quit at various parts of the leveling game, rather than reach the end and go away.  It’s a very interesting approach to “gaming glue”.

Which sort of begs the question, are you playing an MMO for the game for the people, for the mechanics, or for the game as a whole?  The 3 examples above fit into those categories.

As a final remark, I’m at 49.5 now on my White Mage.  I’m looking at that list of quests left to do and it seems like quite a task.  But the content is fun, the people are fun and it scratches a heck of an itch.

Quick Note – FF14 + GMG

People say a lot about Steam but I find that Green Man Gaming has just as many (if not more and better) deals.  You can use the following voucher for a nice 23% off any game, for the next few hours.

GET23P-ERCENT-OFFGMG

Worked out pretty well, I just picked up the FF14 expansion for a better deal than anywhere else I could find.