Londa said:
When......... I........... said......... that........... I............ was........... talking....... about.......... playing......... in ....... window........... mode.......... because .......I...........play.........in...........window.........mode....... so......... that........... is........ why....... I(keyword "I")........ close..... /...... minimize.......... the..... game...... window........
Had to break it down for you.
I don't really care or know what he does. Just saying there is a solution in window mode.
Jinko: oh I do? ok, if you say I do.
Did you know that closing and minimizing are two completely different things? Closing the window means you would be shutting the game down. Minimizing it means you're minimizing it to the taskbar.
Londa, I'm with you in that I'm not really a fan of people going around saying certain things are "today's standards" when really they're just player preferences, but arguing back and forth on that matter doesn't get anyone anywhere. I never found FFXI difficult to figure out, but I admit that when I started playing it I had a lot of time on my hands, and I'm generally more patient/more willing to invest into something than any of my friends.
FFXI was and still is a great game, and both sides are overblowing this whole "FFXI was full of awful problems and was unplayable"/ "no you just want easy mode" crap. In some cases I agree with you, and in some cases I think things could be a little more "intuitive." (more on this little gem of a word later)
But honestly it took me about an hour, if that, with fishing to really figure out how it works. The fishing tutorial was just helpful enough to get a vague idea, and then the player has to explore the mechanics to figure out how to be really successful at it. I like this, and I hope it stays this way. It
will result in a lot of people saying "this game sucks" but then that just means the game was never going to be for them. If they want a game that holds their hand, then there are games for that.
People like to throw around the word "intuitive" in the context of video games all the time these days, and most of the time I think its misplaced. Intuitive doesn't mean giving the player an arrow showing them where to go for a quest (which is, incidentally, one of my biggest issues with the guildleve system, but I'm not gonna suggest they do it differently since I'd be crucified) or showing the player exactly how to be most successful at a craft/gathering job. The player goes into any given task with a set of tools and a knowledge (which will increase dramatically over time played, mind you; one of the beautiful things about MMOs that impatient gamers don't understand) of basic gameplay mechanics and has to use his/her mind to figure it out. If the player wants, he/she can look up a guide for just about anything out of game on the web, but I actually prefer it that way, because oftentimes I get tons of enjoyment from figuring it out myself.
"Intuitive" also has nothing to do with giving a complete craft recipe book right there in-game. That's hand-holding, not intuitive. Intuitive would be that the game follows a certain consistent logic for crafting different items, and the in-game NPCs will give you recipes and hint at other recipes, so the player can use his/her mind to figure out how to make stuff. Then maybe give the player a recipe journal that automatically records recipes the player has successfully crafted.
When you obsess over "intuitive" then you start making the game far too transparent. That's one of my biggest issues with a lot of games these days. If I want to get something done in a game, I want to spend some time figuring it out so I feel I've accomplished something. It's like when you get to a puzzle in a Zelda dungeon and (an offender in recent titles in the series) the game pans a camera around and gives you text saying "OH HEY JUST DO THIS TO WIN LOL." This pissed me off so many times in Twilight Princess and Wind Waker, and honestly it's no different in my mind from an MMO that streamlines everything for the player so they the player is just mechanically performing actions dictated by the game's "intuitive" (hand-holding) systems. It just leaves me feeling like "why am I doing any of this?"
So I started out trying to mediate, but I ended up leaning more towards Londa's views. :lol Oh well. Kintaro does offer a few great points on things that could be improved. I mean, something like a system that remembers your equipped skills/skill points when you change jobs just makes sense. If they don't implement something like this then it's a step back from FFXI. Here, there's nothing to figure out. Just mechanical crap to bog the player down every time he/she switches jobs. I don't see how that's fun or challenging for anyone.
There are different types of games out there for different types of people. FFXI was by no means a commercial or critical failure, so people saying it made mistakes are just voicing their preferences really. Same with people like me who don't care for a lot of what, say, WoW does. Neither game is bad. At the end of the day, SE will do what they want. If the game ends up being something you don't care for, then that's how it is. No use going around telling people they like shitty game mechanics, or that they want "easy mode." That just sparks meaningless conflict over a trivial subject.