The Mog Log: Final Fantasy XIV’s year in review


One year past, ffxiv data center split was in a bizarre location. The game had done the hopeless one time taking a title that had failed badly and re-launching to real attention in the world at large. Barring a small misstep with housing, it’d done all perfect. But a year before, it had to do the tough part: sticking the landing.
Sure, re-launching was tough. But at that point it had to bank on such goodwill and shape itself into a respectable game over the MMO space. And it handled that.
What still astonishes me about the game’s year of background is that despite making mistakes and poor decisions, the game has continued to make praise from players and onlookers, more so as every month rolls and it continues to not collapse. That alone sounds surprising, particularly after a year like 2014. So let us look back over the year, see exactly what the game did right, and look ahead into the new year too.

Ffxiv world status
I finally have a class that I’m totally satisfied with.It’s indisputable now that the game is a victory, and from all indications it seems to be steadily rising in subscribers and large-scale appeal instead of tapering off. The game hit on its customary three-month lull and has kept rolling right on with no problem. I regularly see new gamers on my home server, and that I play one of the most popular servers in the game, which is nearly impossible to produce new characters on.
Not to mention how many folks wanted our awards to provide it Game of the Year for 2014 in spite of the fact that it didn’t, in actuality, launching in 2014. However, I think that talks to one of those three significant things that the game is doing very perfect. It’s adding a lot of content with every patch.
Let us only daring that for emphasis: ffxiv world status¬†patches are enormous. Each one also includes those as the bare minimum baseline for exactly what a patch needs to include, which will be noteworthy. New daily quests, new systems, new sidequestsnew crafting recipes… I have seen people argue that the game adds in with stains exactly what a lot of games add 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, a great deal of side stories, plus also a new class.
We have seen a big push in the market toward subscription games using more regular patches, which each single firm has failed to deliver on. Final Fantasy XIV has gone the opposite path, with a steady three-month cadence in exchange for a massive amount of content to keep you busy for those 3 months. It is not ideal, but it really does a very long way toward maintaining gamers engaged.
It also helps that the 2nd big thing it is doing is the endgame is pretty flexible. Yes, you have that scaling power development, but the fact of the matter is that if your end goal is”get the 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. Love it? Well, you can certainly do nothing but those, that’ll work too. You can buy a more more-than-respectable set from dedicated crafters, complete with distance for materia, and while it is not just cheap to accomplish this, it permits you to get a jump on fresh content.
There are stumbling blocks here and there — the upgrade system for tomestone gear, for instance, appears to exist chiefly so the people in Coil can feel as though they’re the most special things on the cube for a few months. I’m not a fan. But progress does not simply stop once you hit the level cap, nor does it stay locked in place in case you don’t want to get into certain forms of content. There are a whole lot of choices about what you could do at the cap, which is great.
And that is the last point and I feel the most relevant one. What makes dull is chiefly not the game itself but the leveling up game, which hasn’t changed substantially since launching, but then there is the simple fact that you don’t need to stay with one class all the way through. Don’t feel like fighting matters? Go spend hours crafting and selling! There’s a whole game there, a huge part of play and tons of things to do just working in your craft and getting better! (That is really a lie. The man doesn’t sleep. Ever.)
In other words, after a year of operation, ffxiv data centres has consistently delivered to the stated promises of virtually every game that launched last year: perform the way you like, have a variety of things to do outside just fighting, and receive a lot of fresh content with every upgrade. Plus it did the whole 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. (No, that is not official yet; that’s my forecast. I am just very convinced about it) From what we’ve heard so far, the simple structure of this endgame will remain the same, so I’d expect the same sort of roulette structure, tomestone equivalents, alternating 8-person and 24-person big-group content, and so forth. The biggest shake-up is that the addition of a narrative mode for Alexander, which appears designed to give more people a glimpse of the story behind this big-group stuff.
However, the game no longer have to stick the landing; it managed that. By all reports, the designers seem to have a fantastic gauge of what players like, and while the development team produces some bad decisions, its collective soul is in the right location. Let us see what the next year brings, but I’ve got reason to be hopeful.