Dungeon two has been completed as well. Pretty much the same linear stuff as the previous dungeon. Start, run towards final boss, kill. I do liked the design more. Felt more like a real dungeon.
Laz0rs and magic, it wouldn’t be Final Fantasy otherwise.
Up close and personal.
– I think I got some loot, not sure to be honest. The loot / gear drops so far have not been impressive. Intentional? FFXIV not centered about gear gear gear?
– Ten more levels to hit level 30. Then I need to get Arcanist to level 15 in order to unlock the White Mage.
– Playing a MMO without any connection to the lore and everything else is annoying. I get the Warriors of the Light stuff, the historical battle and sacrifice, the different ‘states’, the Adventurers, but it just doesn’t connect to me (like in an Elf / Orc kinda way).
– Maybe it’s just me and my life at the moment. So busy… work work work, daughter going to kindergarten soon, pregnant wife, still lots of house improvements to do … and I’m probably forgetting a dozen of other things I have oppressed in the back of my mind. I feel old …
– Ha! Interesting. I just read this:
World of Warcraft killed the MMO genre.
It’s and old(er) article, from a former Blizzard developer. I kinda agree with him, and then again I disagree with him as well.
It used to be a Massive Multiplayer Online Role Playing Game.
Now it is called a Massive Multiplayer Online Game.
It is nothing more than that. The genre has evolved. It has become something different. The classic veteran mmo players they talk about in the article are now a bunch of old(er) farts like myself. We are OLD(er) now.
The current generation of people that are getting into MMO’s are a new breed of players, gamers. And it’s a breed the marketing and psychology / social guys have studied well.
Gamers, players today (warning: Generalization here!) don’t want to immerse themselves anymore, they don’t want to dream up their own game, they don’t want to roleplay anymore. Why not? Because they never learned how to. Everything is provided / implanted into their brains already. Through careful psychology & social marketing. Or whatever you want to call it.
When we old farts first went into the mysterious world of MMO’s like Everquest or Ultima Online, we were pretty much blank sleeves. Sure we had our fantasy fix from novels and comics, and the occasional fantasy game (Atari, PS, Sega, PC). But for the most part, in this new world of online fantasy games, where we met others like us, we chose our own identity for the most part.
Nowadays, young people / gamers / players have a very very hard time looking for, and finding or creating their own identity. Who can blame them. From the moment they wake up to the moment they get to sleep they are innerconnected with their mobile device, their favorite gaming platform. And constantly bombarded with marketing, about the ‘perfect’ identities.
So what do you get? Massive Multiplayers developed in close relationship with gaming psychologists, social engineers, all building the next perfect game. On rails, handheld, fast, checklist heavy, constant little gratifications to keep your brain saturated.
” The applications in game design become clear when you look at what Skinner and other psychologists found.
While experimenting with pigeons, researchers found that the pigeons were more likely to push the lever more often when there was a only a chance that they would receive a reward, even more often than when they always received one.
Specifically, they were most active when the chance of receiving a reward was 50%. This is an intermittent reward schedule: it gives a chance at payoff for any given action.
Specifically, they found that the most effective reward schedule was a variable ratio reward schedule – inserting randomness into the equation such that there could be many pulls of the lever with no payoff, but the average payoff is set. “
” Zynga is notorious for using variable ratio reward schedules in their social games like Farmville. Even World of Warcraft uses them by having killed mobs only drop the loot you need for quests some of the time and not all of the time.”
Anway, this turned out way longer than I intended it to be, and to be honest, it’s a bit of a beaten horse isn’t it?