u/loopdaploop

▲ 77 r/ffxiv

I really wish this game could get another Garlemald [Spoiler: 7.55]

By that, I mean another overarching and multiexpansion but not entirely existential threat.

I'm excited for the Winterers, because the game does need an arc-spanning antagonistic force, but I think the Ascians worked so well because they were put in direct contrast with Garlemald, who were a more realistic and grounded threat, and had an impact on the day-to-day life of the average person within the world that was directly observable.

Some storytelling benefits antagonists like Garlemald provide:

  • The average person within the world actually knows of their existence and can react to and have different histories with them as an antagonistic force. They can also have different opinions on how they should be dealt with. This makes the world feel larger and more interconnected.
  • A healthy supply of mid-tier level threats that can have their own personality and motivations, but come into the story with enough context that the game doesn't need to overexplain their existence.
  • Provide a contrast with the more existential, fantastical threat, and allows the stakes of the story to grow more organically, as well as allowing expansions and patch stories to have a more natural ebb and flow of stakes.
  • Allow for different factions/city-states/states in general to have coordinated or differing responses to them as a threat, which provides significant worldbuilding

Some reasons why I think the devs have been hesitant to go in the Garlemald direction again:

  • General feelings of distaste/disinterest/hesitancy in writing 'war' stories: Ishikawa, who I think is a wonderful writer, did steer the course of FFXIV away from war as she did not feel confident to write about it. I do feel like the shift away produced some of the best writing in the game, but I do think it also fundamentally changed the tone and stakes of FFXIV in a way that the game would and demonstrably has struggled to diversify from.
  • The lack of any established threat that could replace Garlemald: I personally think this is a bit of an underrated reason, and one that any long-running series struggles with. When you enter a universe in-lieu, it's easy to say 'Here is the big empire, they've been around for xyz amount of years, our hero has to fight against them' (e.g. A New Hope). The game would have to build an antagonistic force from the ground up, make them a serious threat, and make their presence feel natural and earned. There just isn't anything in the current worldbuilding to suggest anywhere is interested or capable of rapidly expanding an imperial project...and if there was/is, it would be quickly handled, which leads to my next point:
  • The game's insecurity in leaving unresolved plot points from patch to patch: This one I think has come about for a multitude of reasons. One is probably an overcorrection from very legitimate criticism regarding how certain plotlines resolved, and how some introduced points of conflict were hastily resolved or written out. The second is probably a response to bad faith criticism that forgets this is a constantly updating story and the game doesn't need to address every single plot point immediately - I saw this more after people who got to blast through ARR-SHB and didn't experience all the set-up as it happened.
  • The simplest and most obvious reason, which is that the game is increasingly more interested in telling stories about the shards and how the reflections interact with each other, and this necessitates an overarching existential threat, not one that just threatens the Source.

As someone who did generally enjoy Dawntrail for the story it was trying to tell, I do think the game's sense of stakes and momentum have been suffering since 6.1 and I do believe the lack of any consistent and more grounded threat has played a role in that.

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u/loopdaploop — 1 day ago
▲ 2.3k r/ffxiv

Fun fact: if you talk to Haurchefant before meeting him in the MSQ, he gives you a veiled warning about rushing through the story

ARR is pretty much the only time the game let you access areas ahead of their appearance in the MSQ, so you can walk to Camp Dragonhead and speak to Haurchefant as soon as you have access to the Black Shroud (which is pretty much immediately if you start in Gridania).

u/loopdaploop — 19 days ago
▲ 385 r/ffxiv

New and unique individual pieces of gear per expansion (as of 7.50)

Due to the glamour unlock, I decided to change my approach from the last time I made one of these graphs. Instead, I counted each unique individual item of gear (e.g headpiece, legpiece, armpiece etc.), which I believe gives a much better picture of what we have to work with anyway - there are a couple of scouting gearsets that have a unique hat but the rest of the set is identical to the aiming gearset, etc. Per popular request I decided to make seasonal gear its own category as, apart from a very few early game exceptions, those pieces get absorbed into the store anyway.

By 'new and unique', I mean that the item of gear has to have a different model from other pieces in their set - not just containing different dye channels, or, if undyeable, a different colour scheme. If the models for the tank set and the maiming set in a raid tier were identical, then only one set was counted as being unique. This also goes for gear that is a recolour of older expansion/path pieces. For example, for the purposes of this data, the Ala Mhigan Coat of Casting, the Ovim Wool Coat of Healing, and the Snow Cotton Coat of Casting are all identical, and only counted in the Stormblood data, as that was where the model first appeared.

Accessories (as in jewelry, not fashion accessories) aren't included, but I did have a quick look over everything and would say unique accessory pieces have actually steadily increased per expansion pack. Weapons also aren't included - if there's interest I might collect data on them as well.

External purchase here refers to anything that requires purchasing something with real money - primarily the cash store, but there were a few collaboration and promotional pieces that were also included.

Some commentary:

  • The Mogstation truly was at its most egregious during Stormblood - not just for gear as shown here, but mounts and emotes as well. Heavensward had a large amount of non-gear purchases as well that aren't displayed here.
  • Did the cash shop really slow down in Endwalker? Yes, and no. Emotes and mounts were more prevalent on the cash shop during Endwalker, and, famously, many Endwalker cosmetic sets only included one piece of body gear pear set (e.g. the much maligned Gaia set). This was widely complained about and is probably why the majority of DT sets break costumes down into at least 3 pieces of gear (aside from the most recent Queen Sphene set).
  • Endwalker also saw quite a significant decline in unique gear items, but some of that can be attributed to the sheer volume of old sets that were re-released to test the upcoming graphical update. The majority of unique gear in Endwalker is attainable through Island Sanctuary.
  • We can expect more gear from Dawntrail still as Occult Crescent, Cosmic Exploration, and Beastmaster will all have new gear associated with their progression/unlock.

I inevitably made mistakes, so I apologise for those, but as there is quite a significant difference between most figures on this graph there is hopefully room for some error. Also, I genuinely have no agenda in posting this - I do have a general distaste for the cash store and don't buy from it, but I was more interested in observing trends over time. In the future, I would like to further split this data into method of acquisition (e.g dungeon, crafted, raids etc.) as I think I observed a few interesting changes across expansions.

u/loopdaploop — 3 months ago