|"Rough day at the work?"|
"Naw, just the same old grind."
A note for if I ever become a boss of somebody: don't immediately raise the stakes to, "Stop making mistakes or you'll lose your job." It's already implied that gross incompetence is bad for your job security, so mentioning this is just indicates to them the gravity of how close they are to the chopping block. It might be a good move if that individual is slacking off, but when the individual is already doing their best and just making honest mistakes, this simple warning only transforms the sword of Damocles into a pendulum. Nobody wants that.
|Nevermind what's on the right monitor.|
There's one more thing: a folder titled, "WHY DON'T YOU PLAY THESE." That folder has the icons of games that were on my desktop, prior to the organization, and I never make the time to play..
... it contains 90 items...
Yeah, I sorta need to stop buying games.
Perhaps seeking escapism, I tried playing Final Fantasy XIV: Realm Reborn today. It's a relaunch of a game had bought in 2010, Final Fantasy XIV. I actually get to play the game for free... at least until September 9th, 10 days from now, at which point it will require a monthly subscription: how old fashioned.
In time, they plan to expand their server farm. However, at the particular moment, the solutions they've implemented are far from satisfactory:
- To disable players from having the ability to create characters, at all, on crowded servers.
Sure, this is actually a Final Fantasy XI tradition, but nobody likes being separated from their friends. It's a dumb idea; it's better to just warn players that overcrowded servers will have degraded performance and to have a mechanic available to move them to less crowded servers.
- To disable the server queuing mechanism.
At least, I assume it's disabled. I heard that there was a login queue, sometimes I ever see one. However, for the most part what I see is an "error 1017." The players are essentially shown the door when they try to log in with their characters. Turning away customers is not a good policy, and queues exist so people will never need to be turned away (instead, they'll be allowed to stand in line). So what is happening here?
For example, the "armoury chest." All of your loot and consumables goes into your inventory (now with a handy 4-tab organization), but all of your equipment goes into your armoury chest, and this serves to make it much easier to switch between gear for different jobs. As before, you can cultivate a character who has multiple classes (depending on what weapon or tool they are currently holding), but now all the extra equipment that goes into that is not a genuine burden on your character anymore.
TERA, but Realm Reborn does not feature a great level of visceral involvement in combat. Instead, it owes a lot more to the World of Warcraft methodology, simply tapping out an order of the appropriate hot keys as quickly as the global cooldown allows. There is, at least, the relatively new innovation of enemy power attacks being broadcast on the ground, giving players a chance to dodge them... it's better than nothing.
I also found combat to be too easy. I understand that starting monsters obviously should not be too hard for fledling players, but the ones I encountered in Final Fantasy XIV (up to level 6, so far) were so laughably easy that I could harvest an entire field of them at once if I wanted. In fact, I don't think it would be possible for my Thaumatuge character to die as long as he has mana, because I can simply out-heal the enemies.
Maybe it gets more challenging at later levels? I can only hope. If they're going to go traditionalist in their combat approach, perhaps they should go all the way by creating deadly monsters that can only be defeated by the coordinated efforts of many players with roles in taking damage, healing damage, doing damage, and supporting abilities. I've read some things that suggest that this is, indeed, the case.
I'm also not so sure about the crafting system. Final Fantasy XIV did one thing very right: it had a completely player-driven economy. Nearly all gear was created, and maintained, by player craftsmen specialists. This created the potential for an extremely virtual-worldly experience that was unfortunately hobbled by the overall difficulty of transferring equipment between players. Realm Reborn seems to have backpedaled significantly: there's still a crafting system, but now players don't need to seek out the products of craftsmen to gear gear because quests drop plenty of gear for them!
Many of these judgements are premature, though. Until I really get a good look at the end game, I can't say for sure exactly how involving the combat is or how in-tact the once magnificently player-driven economy is.
All I can say for sure is that Realm Reborn's graphics have aged reasonably well. Where Final Fantasy XIV's graphics were significantly ahead of their time in 2010, Realm Reborn's are less cutting edge, but still extremely well done. There's a real sense of place in the locations in Realm Reborn, and I'm glad to see it.
Perhaps I'll give it another spin later, but right now I'm wondering if I'm just too old for this kind of game... I don't have much time left, I need to invest it better.
Lately, I've been putting some serious thought into quitting gaming entirely (or at least cutting down on it significantly). The problem is that there's just not enough novelty left in the entirety of gaming kind to entertain me all that much. Ever since my dabbling with game development in BYOND, I learned that it's far more exciting to make games than just play them. I'm just having a hard time starting, and the reason why? Distractions, such as forums, or playing games.
Making a game has become too important to me. Creating a tangible artifact such as this is no less than a validation of my worth as a human being. Yet, it's not happening. It's not happening due to 6-day work weeks. It's not happening because I'm failing to properly invest the time I have left. Perhaps, deep down in my subconscious, my fear of mistakes is a fear of failure that is preventing me from getting started, or finishing, my life's work.