How one item broke FFXIV in Fall & Rise Episode 2 🌱 WoW to FFXIV: Sprout Reacts



FFXIV 1.0 had some of the WORST game design of all time…

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🌱 FFXIV: Sprout Reacts🌱
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An experienced MMORPG player makes the switch from World of Warcraft to Final Fantasy XIV, and after playing for 4 months takes a look at the mind blowing documentary covering the fall and rise of FFXIV and how the game came back from the brink of destruction, to become the greatest mmorpg of all time.

The Fall and Rise of Final Fantasy XIV | Episode Two | The Realm Awakens
https://youtu.be/hteHjgVwK6k?si=sEAgFOAhiqQCzhcE
Make sure you’ve watched the first episode: • The Fall and Rise of Final Fantasy XI…
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4 thoughts on “How one item broke FFXIV in Fall & Rise Episode 2 🌱 WoW to FFXIV: Sprout Reacts”

  1. A lot of bizarre design choices can be traced back to a Japanese cultural tendency to ignore innovations or ideas that originated in other countries ("Not invented here" phenomenon). It wasn't until Yoshida took over (who was a World of Warcraft fan) that they started adopting the GOOD ideas from rival MMO's and improved the game drastically. Much of the game design of A Realm Reborn and Heavensward was heavily influenced by World of Warcraft. It wasn't until around Stormblood that FF14's combat design started to flex its own unique identity. Many of the changes to the combat system were of course retroactive, and many duties have since been reworked, so it's not as noticeable to new players today, but things were definitely WEIRD back in 2011-2015.

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  2. Gosh, I am still waiting eagerly for the day, this old copypasta that isn't even true dies already.
    Yes, FFXIV 1.0 suffered from way too overtuned graphics for the time, and yes, flower pots did have too many polygons for what they are, but this copypasta saying "Oh, that flower pot had 1000 polygons, just like a character model" is, and has always been a lie.

    The flowerpot that's always shown never had 1000 polygons. It had somewhere around 600 polygons. The long, wide planter behind it in the screenshot that has always been shown, THAT has over 1000 polygons (around 1200 to be more specific).
    HOWEVER: 1000 polygons has never been the polygon count of a character model. Even after the release of ARR character models already had somewhere around 2000-3000 polygons, and more like 9000 if you include equipment. Also, over time the poly count has massively increased in models, and average around 10k per character.

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  3. Oh the lack of Jump function in the game at 1.0 launch is why even today in Dawntrail "jump" is ability your character gets on creation instead of just being standard movement option like it's in most other games.

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