WoW Flying Rant #24601

I’ve come home for a week of rest before I resume my apartment search in Toronto. This will allow me to begin posting on my blog again, and I’m hoping to build up a stash of enough pre-written posts that my blog can continue even while I’m in Toronto.

And what better way to restart my blogging than a good old fashioned Warcraft rant?

My warlock riding my Headless Horseman's steed in World of WarcraftWhat are we without the sky?

The lack of flight in Warlords of Draenor has been a point of hot contention in the World of Warcraft community for months now. Blizzard has long waffled on the subject, refusing to give a clear answer on when it will return.

Now, at last, we know:  It won’t. Ever.

Of course, there’s always the chance of them changing their minds, but as of right now, the plan is that flying mounts will never be enabled in Warlords of Draenor or any future expansion.

Needless to say I’m not happy. Flying was one of my favourite parts of WoW, one of the few things it still did better than anyone else, and removing it is yet another example of Blizzard trying to tell me what I think is fun.

But I’ve said all that before, and I don’t want to repeat myself too much. This time, I’d like to focus on how Blizzard has handled this whole debacle.

A shot of the Spires of Arak zone in World of Warcraft: Warlords of DraenorAt this point it’s hard not to feel that Blizzard has been stringing us along. Going into WoD, the general impression was that flight’s removal was a temporary measure. They repeatedly said they would turn it back on in 6.1. True, it wasn’t a promise — it never is — but we were definitely left with the impression that’s how things would play out.

Then 6.1 rolled around with no flight, and they started to spin it as an open-ended experiment, and now they’ve finally come out and said flying is gone for good, proudly declaring their experiment a success.

I struggle to understand what the basis of this conclusion is. The feedback on flight’s removal has been universally and overwhelmingly negative in a way I have not seen in my entire WoW career. Anecdotally, nobody ever leaves their garrisons, and the only thing that would be trivialized by reimplementing flight is a few jumping puzzle Easter eggs with irrelevant rewards that anyone who cares about has already done, and flight’s removal has coincided with the largest subscriber loss by far in the game’s history.

So how, exactly, has it enriched the game?

It’s hard to escape the conclusion that the value of flight’s removal has nothing to do with gameplay and everything to do with making things easier on the devs by removing the need to design with the third dimension in mind. From there, one begins to wonder if there was ever a chance of flight returning, and all the talk of it was just an attempt to, again, string us along.

I realize that all sounds rather paranoid. It is rather paranoid. And there’s a pretty good chance I’m seeing ill intent where none exists. But if nothing else it’s a monumentally big PR blunder. They’ve played directly into the narrative of the most paranoid and angry forum-dwellers.

My rogue surveys Talador in World of Warcraft: Warlords of DraenorThis brings us to the issue of store mounts. Blizzard is continuing to produce and sell flying mounts for real money. Yes, you can also use them as ground mounts, but this usually looks completely ridiculous — several don’t even have ground animations. I very much doubt anyone bought the Heart of the Aspects so it could shimmy along the ground like an inchworm.

Which brings us to the other important point: Blizzard has always made their flight capabilities a selling point and used flight in their advertisements. Some ads for the new Mystic Runesaber even showed it soaring majestically over Draenor — mere days before Ion Hazzikostas revealed the end of flight.

This is just sleazy. Again, maybe Blizzard didn’t intentionally mislead players, but that’s sure how it looks at face value, and the best case scenario is that this is case of gross incompetence from a PR perspective. It’s tone-deaf at best, flirting with illegality at worst.

Hell, even people who didn’t pay real money for their mounts have gotten a seriously raw deal. I get a little nauseous when I think of all the time and effort I poured into some of my rare mounts. I’ve done Iron Dwarf, Medium Rare three times. That’s cruel and unusual punishment. You could at least let me use the mount from it.

As I’ve said before, I don’t know how Blizzard can think they can make flying mounts THE prestige item of the game for nearly ten years, then render them useless and not have everyone lose their minds.

My monk flying over the Krasarang Wilds* * *

The really sad thing about all this is that, despite all my disappointment and resentment over Warlords of Draenor, I was planning to reactivate my subscription soon — likely as soon as this apartment searching madness is over. For all Blizzard has done wrong, I still love Azeroth as a setting, and I miss my characters.

But this “no flying ever” business has left me with such a sour taste in my mouth that… well, I always say I could never quit WoW for good, but this is as close as I’ve ever come.

I am strongly considering skipping Warlords of Draenor altogether, at the very least. I’ll miss the legendary chain — as far as I know, Blizzard is still going through with the boneheaded plan to make those temporary content — but I don’t really care about the story in WoD anyway. It’s an alternate universe; none of this is going to matter in the long run anyway, right?

I may not come back until they do an expansion that really grabs me from a lore-perspective — which pretty much means Azshara or bust — or they drop the subscription and go buy to play or free to play, which I still view as an inevitability, though admittedly it might still be aways off.

Even then, it might be hard. Blizzard has shown such utter contempt for its customers right now that it’s hard to ever trust them again. What’s the point of ever trying to get any in-game rewards if they might just be made irrelevant on a developer’s misguided whim?

My low level Blood Elf paladin in World of WarcraftIn the meantime, I might scratch my itch by using the new veteran account status to fiddle around with some low level alts. I have this sudden urge to roll a Tauren for some reason…

Cheating on WoW: Final Fantasy XIV: A Realm Reborn

Final Fantasy XIV has gotten something most MMOs never get: a second chance. When it launched, it was one of the great trainwrecks of MMO history, universally viewed as virtually unplayable.

The logo for Final Fantasy XIV: A Realm RebornBut the developers went back to the drawing board, rebuilt the game from the ground up, and now, against all odds, FFXIV is a well-regarded and successful game, even managing to make a mandatory subscription work in a market where that is almost unheard of.

I decided it was time to give the game’s free trial a whirl to see how this rebuilt MMO shapes up.

A poor first impression:

Final Fantasy XIV doesn’t exactly hit the ground running. After a lengthy character creation process, including several options that seem relevant only from a role-playing perspective (which I like but which is not for everyone), I was thrown into a seemingly endless string of cutscenes.

Now, I’m a big story fan, but these cutscenes were for the most part not even particularly interesting. Many lacked voice-overs, which seems a tad archaic in this day and age.

The most frustrating part came when the wagon my character was traveling on was ambushed by inhuman raiders. I thought, “Oh, good, I get to fight them off and be the hero!”

My archer in Final Fantasy XIV: A Realm RebornBut against all tenets of good storytelling and video game logic, the cart simply rolled on, leaving the fighting to some local guards. The tedium continued.

Once I finally got control of my character, I then moved on to a seemingly endless spree of quests involving talking to various NPCs, ferrying messages, and doing other menial and irrelevant tasks.

During this time, I also noticed some odd and irritating quirks of FFXIV. For example, unlike every other MMO I’ve ever played, giving items to an NPC involves manually trading them rather than having them automatically taken from your inventory. The world is also heavily instanced, and unlike Neverwinter or other instance-heavy games, I see no compelling gameplay reason not to have an open world.

I’m not sure why this is, but FFXIV also had far more gold spam than any MMO I’ve ever seen. Every five minutes I’d get a whisper from “dfhfk gjgrnwnd” about cheap gil, and it just never ended.

The story also failed to impress out of the gate. It breaks the age-old writing law of “show, don’t tell.” NPCs constantly talk about how the world is recovering from a catastrophe, but everything appears peaceful, happy, and prosperous, and there’s no real sense of danger to the world.

A forest vista in Final Fantasy XIV: A Realm RebornOn the plus side, it doesn’t seem to be reliant on knowledge of past Final Fantasy titles. I didn’t feel at all lost or like I was missing anything important by being a Final Fantasy virgin.

It was well over an hour into my excursion into FFXIV that I finally embarked on a quest involving something I would classify as gameplay: I was tasked with killing squirrels.

Yes, seriously. Squirrels. Not even rats.

At this point, I began to wonder if this was really a game or just some incredibly elaborate, Joaqin Phoenix-esque parody of MMO tropes.

Mercifully, things did improve from there.

Final features:

Once I actually got into the meat of the game, and no longer had to murder squirrels and other small animals, my experience with FFXIV improved significantly.

A city in Final Fantasy XIV: A Realm RebornAt first, mostly all you’ll be doing in FFXIV is quests. These are very much in the standard “kill this/collect that” mould we’re all familiar with, but they flow well and don’t feel especially grindy or inconvenient.

There are also occasional dynamic events — bearing the awkward and seemingly random acronym of “FATEs”. These are pretty simple, but they add a nice amount of variety. On the downside, they don’t seem to be readily soloable, so they might become something of a burden once lower level zones are less populated.

Going in, my big concern about this game was that it had a 2.5 second global cooldown, as opposed to the 1.5 or one second global cooldowns used by most other MMOs. As a fan of fast combat, that sounded awful to me.

In the end, though, it didn’t feel that different. It is a bit slower, but the gorgeous skill animations help stop things from being too boring, and since some enemies have powerful telegraph skills similar to what you’d see in WildStar or The Secret World, there’s more to combat than just mindlessly spamming skills.

The only problem crops up with spell caster classes. As with many other MMOs, their casting is interrupted by movement, and that combined with a 2.5 global cooldown and fairly mobile combat makes for an absolutely miserable experience. Thankfully, melee classes and archers can move and fight.

A combat telegraph in Final Fantasy XIV: A Realm RebornAs you level, FFXIV slowly opens up and reveals itself as an incredibly feature-rich game.

Around level ten, you’ll get access to guildleves, which are akin to daily quests with a few minor twists. In terms of gameplay, they play out a bit more like the FATEs than standard quests, and a nice quality of life perk is that they teleport you back to the quest-giver when you’re done.

Related to these are guildhests, which are short instanced challenges reminiscent of World of Warcraft’s scenarios. They’re a good way to learn basic grouping mechanics.

Around this time, I also got a quest to be introduced to the game’s player housing. This was one time where the game swung back into the realm of frustration, because it wasn’t until the very end of the quest I learned housing is only for max level characters — and only very wealthy ones, from the look of it. I don’t understand why the developers wasted my time by telling me about a feature I wouldn’t be able to use for forty levels.

Of course, FFXIV also offers a selection of dungeons. The ones I played were all fairly high quality, if a bit lacking on story and heavy on trash for my taste.

A foggy forest night in Final Fantasy XIV: A Realm RebornFFXIV offers an excellent automatic grouping tool — something far too many MMOs are still neglecting — for dungeons, guildhests, and other group content. From the look of it, it can even be used to do raids, which is fantastic.

There are some good social tools to help players work together, too. The game has an auto-translate dictionary full of commonly used terms that allows you to more easily communicate with players who don’t speak your language, and there’s a player commendation system where you can commend people you’ve been grouped with for being especially helpful. With enough commendations, a player can earn some nice rewards.

Why doesn’t every MMO have something like this?

There’s even more stuff later on that wasn’t included with the trial. Players can raise large birds called chocobos as combat companions, and there’s a retainer system that allows you to send NPC minions on mission, which sounds reminiscent of similar systems in Neverwinter and World of Warcraft.

FFXIV is also an incredibly beautiful game, with vibrant and detailed graphics and breathtaking environments. What most impressed me was the weather effects. Some MMOs might occasionally throw in some rain, but FFXIV offers a full battery of weather effects: fog, overcast, clear skies, rain… Coupled with the day-night cycle, it makes for a very vibrant world that is always offering new visual thrills.

The only slight downsides from a visual perspective are that certain creatures and characters have a very cartoonish anime-style appearance, which contrasts jarringly with the game’s otherwise realistic style, and it does have a fairly bad case of “female armor.”

A shameless panty shot in Final Fantasy XIV: A Realm RebornClass warfare:

The one other noteworthy thing about Final Fantasy XIV is that it allows player to multi-class infinitely. In theory, you can learn every single class on one character.

There are incentives for doing so, too. Certain skills can transfer between classes. For example, my archer gained an extra DoT, a defensive skill, and a heal by spending a few levels each as a marauder, a lancer, and a conjurer.

The downside to this is that taking up a new class essentially involves starting over at level one. You do get a sizable boost to experience on lower level classes, but it’s definitely not trivial to develop secondary classes.

It’s still better than not being able to learn other classes at all, but I definitely prefer the systems for changing ability sets in Rift and The Secret World.

The classes also don’t seem to have a lot of mechanical variety. They all felt more or less the same to me — just with different animations.

Trying out the lancer class in Final Fantasy XIV: A Realm RebornAn odd quirk is that crafting and gathering skills also count as full classes, complete with their own gear. I’m not sure what the point of this is — seems a bit unwieldy to me.

Is it worth it?

Tedious opening aside, Final Fantasy XIV is a very solid MMO. It has no shortage of options, and most of its flaws are minor.

Despite that, though, I have trouble recommending it for one simple reason: If you take away the Final Fantasy name, there’s nothing to distinguish this from Rift, Aion, World of Warcraft, or countless other similar games. There’s little FFXIV does poorly, but there’s equally little it does exceptionally, and you can get an experience of equal or greater quality from many other titles — most of which are free to play.

If you’re already a Final Fantasy fan, you should definitely play it. Otherwise, it’s just another entry in a crowded marketplace.