One year past, ffxiv data centres was in a weird place. The game had done the hopeless one time taking a title that had failed badly and re-launching to actual attention from the world at large. Barring a small misstep with housing, it had done all right. But a year before, it needed to do the hard part: sticking the landing.
Sure, re-launching was tough. But at the point, it had to bank on such goodwill and shape itself into a commendable game over the MMO space. And it handled that.
What astonishes me about the game’s entire year of history is that despite making mistakes and poor choices, the game has continued to earn praise from players and onlookers, more in order each month rolls and it continues to not collapse. That alone seems surprising, particularly after a year such as 2014. So let us look back over the year, see what the game did right, and look ahead to the new year too.
I finally have a class that I’m totally satisfied with. It’s indisputable at this point the game is a success, and by all indications, it seems to be steadily growing in readers and large-scale appeal instead of tapering off. The game ffxiv world status hit its usual three-month lull, and it has kept rolling right on with no problem. I regularly see new players on my home server, and that I play on one of the very well-known servers in the game, which is nearly not possible to produce new characters on.
Not to mention how many people wanted our awards to provide it Game of the Year for 2014 despite the fact that it did not, in fact, launch in 2014. However, I think that speaks to one of the three significant things that the game is doing very right. It’s adding a lot of content with every patch. Every single one, so far, has included three new dungeons, a new sort of large-group content, new boss arenas, and new main story quests. Every single one also includes those as the bare minimum baseline for what a patch needs to include, which is notable. New daily quests, new methods, new sidequestsnew crafting recipes… I’ve seen people argue that the game adds in with stains exactly what a lot of games incorporate in with expansions, and while I think that is overselling the patches, the past year has included nine dungeons, three raid-ish things, hunts, desynthesis, three brand new Primal battles, many side stories, and also a new class.
We’ve seen a large push in the market toward subscription games with much more frequent patches, which every single company has failed to deliver on. It’s not perfect, but it really does a long way toward keeping players engaged.
Additionally, it helps that the second big thing it is doing is that the endgame is pretty flexible. Yes, you have that scaling power progression, but the fact of the matter is that if your end goal is to “receive the very best possible equipment on this job,” you have lots of ways of going about that. If you hate raiding, that’s fine, you never need to set foot in Coil or even the Crystal Tower series. Enjoy it? Well, you can certainly do nothing but those, that will work too. It is possible to purchase a more more-than-respectable set from dedicated crafters, complete with space for material, and while it is not exactly cheap to do so, it lets you get a jump on fresh content.
There are stumbling blocks here and there — the upgrade system for limestone equipment, for example, seems to exist chiefly so the men and women in Coil can feel as though they’re the most special things on the block for a few months. I am not a fan. But progress doesn’t only stop once you hit the level cap, nor does it stay locked place in case you don’t need to get into specific kinds of articles. There are a whole lot of options about what you could do in the cap, which is great.
And that’s the final point and I think the most relevant one. The game as a whole gives you plenty to do. What makes boring is mainly not the game itself but the leveling up game, which hasn’t changed substantially since launch, but then there’s the simple fact that you don’t need to stay with one class all the way through. Do not feel like battling matters? Go spend hours crafting and selling! There is a complete game there, a huge part of the play, and a lot of stuff to do only working on your craft and becoming better! (That is really a lie. The guy does not sleep. Ever.)
Quite simply, after a year of operation, ffxiv data center split has always delivered to the stated promises of virtually every game that started last year: play the way you like, have a variety of things to do outside just fighting, and receive a great deal of new content with each upgrade. Plus it did the entire thing with no missteps.
2015 is obviously going to be a big year for the game because Heavensward is probably coming out in early May. (That isn’t official yet; that is my prediction. I’m just very confident about it) From what we’ve heard thus far, the simple structure of the endgame will remain exactly the same, so I would expect the exact same sort of roulette arrangement, tombstone equivalents, alternating 8-person and 24-person big-group content, and so forth. The largest shake-up is the addition of a story mode for Alexander, which seems made to give more folks a glimpse of the story behind this big-group stuff.
But the game no more has to stick the landing; it managed that. By all accounts, the designers appear to have a fantastic gauge of what players like, and though the development team produces some bad choices, its own collective soul is in the right place. Let’s see what the next year brings, but I’ve got a reason to be optimistic.