After the ten-year story ends in 2021 final walkermany fans are looking forward to the next final fantasy 14 Expansion becomes a holiday for the Warriors of Light. road to dawnSet to be released this summer, it does look like it will be a relaxing trip given its tropical setting. But director Naoki Yoshida has other plans, saying MMOs have become too accessible in recent years and it’s time to bring some stress to the experience. The thing is, he’s absolutely right!
talk to Famiton Translate during an interview IGNYoshida said that the development team “made the game more approachable so that it would be stress-free to play.” But looking back at the past 10 years, we may have gone too far. ” He asserts that video games require this element of stress, even if it’s a delicate balance. To FF14this balance lies in Version 1.0, which is why Yoshida was hired in the first place.Under his guidance, the once-failed MMO staged one of gaming’s greatest comebacks, ending with realm of rebirth It was widely praised in 2013.Subsequent extensions such as Forbidden City in the Sky and shadowbringer It will only enhance the reputation of the game.but many realm of rebirth Can be retroactively seen as an attempt at overcorrecting for the 1.0 difficulty. Injecting more tension into the game was a necessary decision to strike a balance between keeping players excited and engaged, while also providing a fresh experience for long-time players who have become too comfortable with the game.
It’s easy to confuse hardship with stress, but Yoshida has a specific approach. “If you were playing a side-scrolling action game and there weren’t any gaps where you could fall down when you missed a jump, the game wouldn’t be stressful,” he explains, “but it wouldn’t be very fun either.” FF14With the constant influx of new systems and story missions, the game isn’t in immediate danger of becoming uninteresting. Additional jobs, high-end raids and trials, and more new things provide players with rich ways to experience the world of Eorzea. Recent changes also include removing some redundant tasks from the game and introducing mechanics like the trust system to make it easier for new or solo players to keep up with the game.
But for many players who have stuck with the game for more than a decade, the way the game is played creates a familiar cycle that can make things feel normal. It’s natural for veteran players to want a challenge. “go through [restoring that stress somewhat]we can provide players with the right challenges and do it better than ever before,” Yoshida said.
as a long term player FF14 and new players to the series’ first MMO game, FF11 (still awesome!), I knew what I wanted. FF11The attitude of its systems and world prefers to keep things under wraps, and the game allows it to refuse to explain everything, creating points of friction. These include locking down essential systems such as teleportation and trusts (summonable NPCs that support you in battle), behind tasks you may not even know exist. The world prefers to exist on its own terms and let you find your own way.After such a long time being relatively player friendly FF14I would like to see Eorzea fight back a bit.
Of course, it remains to be seen how Yoshida and they perform. FF14 Teams may actually introduce some pressure into the game. If the idea sounds daunting, well, don’t worry too much, because this isn’t an immediate change, but a long-term goal for the MMO over the next decade.Warriors of Light around the world may still enjoy a well-deserved vacation during this time road to dawn after all.