I hold out hope that the hole Tanaka dug was so large, we are simply seeing the limitations of what can be done now; and with those restrictions lifted in 2.0, the game will really open up. While the game may only be average among the PC MMO alternatives, they still have the chance to grab a large playerbase with the PS3 version.
There is no question they need to blow away people at E3 but I'm pretty sure Yoshi realizes that.
Seems a bit of a strong statement, things like chocobo caravans and company leves are all very below-par. They need to pretty much redo their entire quest and levelling system before I'll regard this game as acceptable, and with the amount of good stuff coming out soon I have very little desire to return to the game unless all the things Yoshida wants are in the game by early 2013 at the very latest.
even the garlean invasion and lamb of dalamud thing were very lackluster in its implementation. Ifrit and Moogle battles only had as much staying power as their drop rates could give them.
I'm not sure if that changes the fact that people were generally pretty psyched on the content (live events are not relevant in this discussion). Sure, Ifrit only lasted until people were done pulling their hair out over terribad drop rates and the archaic loot system, but it was indeed well received. Even Darkhold was praised by many for being legitimately challenging.
Just because you and many others are now over it (months down the road), doesn't mean it wasn't good.
When you're really thirsty, even water tastes amazing.
Regardless, it doesn't change the fact that the water tasted amazing (even to you). So...
I mean the amount of convincing Yoshida is going to have to do to get the game respectable to 'modern standards' looks like a pipe dream thus far from what they've showed us and I'm not even really talking about content but more along the lines of design choices of "how they did/doing things."
Yoshida: this is what we're going to do, here it is. *gives details on the said addition to the game.*
Players: Sounds pretty cool, can't wait for it.
Skeptical Players: We'll see, could be cool if done right.
*the said stuff releases on patch day*
Reaction 1:
Players: wait, what? you can't do x or y? That doesn't make any fucking sense! why they'd make it that way!
Reaction 2:
meh, that was actually lackluster, it sounded way more exciting than how they implemented it.
This is what I mean, remember the hype over "Materia System" ? How did that actually turn out? Not as good as people had hoped with all the middle-man shit and hoops to jump through.
Company Seal leve's: Remember how these turned out? underwhelming, I knew people who did them once and never did them again.
Ifirt/moogle fights: Amazing concept, fun fights for the first few times, overall not good enough for main feature content of a patch, riddled by a bad loot system. Also exposed just how badly balanced the current classes are when some classes weren't even considered to participate in it just because the fights themselves favored a specific set up.
I almost wonder how any of this is any different than FFXI? Remember old teaser notes on FFXI how everything sounded great until you actually got to experience it on live servers and you felt sorta ripped off? Thats why 2.0 is going to be an insane sell for Yoshida at least to me. Things need to not only be great on paper but also need to be great in its implementation.
As good as advertised is not one of SE's strong points.
So within the confines of this contrived metaphor, would enjoyable content be high fructose corn syrup?
You want to know my biggest grievance with the Moogle/Ifrit and possible other primal battles? The fact they are standalone fights, and not raids. If it were implemented as an instanced adventure with the same battle at the end the content would have more staying power. Instead you go around collecting certain amount of <random monotonous item> here and then you fight and youre done. Turning it into an instanced raid with a fight at the end would also likely help ease pigeonholing. You can add a variety of burdensome encounters instead of the one found in the BC.
Yeah, I think I would rather occasionally farm some items on my own time as an entrance fee to what essentially equates to Prime Avatar fights than drag 8 people through a dungeon, where the strategy becomes running through every mob and avoiding every possible fight. Did you not ever set foot in Darkhold?