I had never played an MMO before this one, and I had always felt bad about my lack of exposure to the genre, since I’m someone who’s tried to experience the breadth of what gaming has to offer. The MMO experience is one that has drawn in millions and millions of people over the course of decades, with the most popular games becoming cultural landmarks, so it was a pretty glaring omission, and I was waiting for a perfect opportunity to jump in. Luckily, I had a friend who was one of the “XIV free trial up to the award-winning expansion Heavensward” cultists, and having seen the amazing positive reception of Shadowbringers, I began under his tutelage. This review is just a rough journal of my time in each major release of the game, which at the time of writing, excludes Endwalker. If I end up playing that, I’ll write a review on its own page.

I warn you right now, though: this is the most pointless review I’ll ever write.

A Realm Reborn
I had always heard that the FFXIV community was friendly to newcomers, but to my surprise, there was hardly a community at all. Not in the sense that no one was on the server, but in that I didn’t see anyone speaking to each other. The vision of an MMO hub that I had in my head was that of a bustling marketplace, people trying to get you to buy stuff, join their organization, scam you, any number of things. Instead, I was greeted by a giant cluster of Organization Thirteen lookalikes and catgirls silently standing in a circle around a giant crystal. I did my little starter quests in silence, occasionally intersecting with another newcomer who was doing the same thing, never speaking, just getting through the content as fast as possible. I attempted to follow the story of these quests, but so many were the sort of fetching and “prove yourself by killing a monster” quests that I tuned out of the story entirely. The friend who was serving as my guide agreed that this was the best way to play, at least until you started reaching the back end of the 2.0 content. So, for about forty hours, all I did was mindlessly run from one point to the next, not talking, no story to enjoy, and not enough abilities to have interesting gameplay in the dungeons along the way. It wasn’t exactly painful, the novelty of seeing all the different areas was nice, but these first forty hours were pretty evenly bland for me. However, committed to the task at hand, I pushed forward to Heavensward.

Heavensward
In terms of story and characters, this expansion ended up being my favorite, but it was also when I began to have problems with the learning curve. Specifically, the fact that the game doesn’t provide you with one, in a manner of speaking. You’re put through filler quests for a hundred hours, then into a dungeon with unique boss mechanics you’ve never been exposed to. If players are forced through the main story before they can queue for these dungeons, why do the quests not take the opportunity to teach mechanics? Veteran players swap memes about how terrible sprouts are for not understanding these things, but how in the world could they? Is the best path really to ask players to go look up a guide before even starting the dungeon, ruining any excitement for themselves? As you can probably guess, the raids and high level dungeons of Heavensward were the first time I received player communication of any type, which was usually of the “learn to play” variety. The problem with such statements is that the implication is that I should have already learned to play, not that I should continue the active process of doing so. As I shirked aggro to these players to provide them some downtime with which to consider this paradox, I thought about how there really isn’t a perfect solution to the problem. Some bosses are so intricate that loading up dungeons with simplified versions of individual mechanics isn’t a tenable solution, since the content is designed to work well in repetition. Having to replay a tutorial even once when playing a game in NG+ can be a drag, so redoing mini-tutorials hundreds of times could be terrible unless executed flawlessly. Even so, there are a lot more fundamentals that could have been included in the normal questline that would have helped immensely. Later expansions would go on to have enemies that use gaze effects and rotating zones of damage in the same way bosses do, but it was too little too late. The only reason I was able to make it through all the early content was because I had someone to explain all this stuff to me directly, and I can’t imagine the flaming I would have received otherwise. I may have even stopped playing the game altogether, which leads into...

Stormblood
This is where people thought I would stop playing the game altogether. The story of this expansion is pretty bad, with the focus falling on characters who are fairly uninteresting, namely Lyse, Fordola, Yotsuyu, and Zenos. The graphics engine may give these characters three dimensions, but the writing certainly doesn’t, and they stay stagnant and boring throughout the entire expansion. Splitting the action between two hubs was also a questionable move, with Ala Mhigo feeling boring and underdeveloped compared to the obvious love that went into Kugane. I wish there was more I had to say about this expansion or its gameplay, but it just felt like A Realm Reborn 2. Bland story content, running from place to place doing stuff I didn’t care much about, a drawn-out introduction to the much more interesting followup.

Shadowbringers
The way this expansion had been praised, you would think it was the best Final Fantasy game to release in the last decade, and I’ve seen it literally described as such fairly often. Some parts were pretty enchanting, and the characters received a notable improvement in their writing. I’m not sure how much I’ll remember of this expansion’s plot in the future, but my crush on Urianger will last forever, and I think that speaks to the quality of the characterization compared to Stormblood. The start of the DLC in particular grips you with one horrific moment that comes out of left field, so from that moment onward, I was totally invested in the story. The problem is, as good as the story is for an MMO, stretching it out over so many hours, over so many basic and mindless quests, the pace flows like a river of bricks. It was like watching a great movie for fifteen minutes, leaving to mow the lawn, watching another fifteen, then getting up and doing the dishes, over and over until the movie was over. It’s not that it makes the story itself bad, but the format is so clunky that it’s hard to stay involved.

Postgame
...otherwise known as “the game”. This is when I started doing the raids and trials I had missed during my run through the main quest. Even though it’s something that should have dawned on me earlier in this process, the same way it’s already dawned on everyone reading, this is when I started to realize that I might be closed off from MMO experience. Even though I was doing these raids, getting better stuff, and chatting with my friend while doing so, I just… didn’t care. I didn’t care about getting better so the parser-users would think I’m the best, I didn’t care about gear when it would be inevitably obsoleted by a future expansion, the appeal of the story was over, there wasn’t any content left for me. Even with thousands of hours of things to do, raid tiers and trials as far as the eye can see, I just did not care. The bosses weren’t as fun as the ones in my single-player action games, there wasn’t the expressiveness of a traditional RPG, I was always left thinking “I could be having more fun right now”. It’s emblematic of the way I approach games, where I’m looking for something focused and direct, not a game that I can get lost in, not a forum for enjoying time with a community or working with a team to get to the top. My goal may have been to get a taste of what it’s like to be into an MMO, but after hundreds of hours spent in the game, the only realization to be had was that there’s a lot more to that experience than just playing the game. You have to find people you like, you have to enjoy the lengthy journey, you have to find some heart in the game that lets you call it home. Even though I had decided to commit my time and energy, I couldn’t just decide to love it.

Post game
After spending all that time with XIV, focusing on it exclusively for a couple months, I was expecting it to heavily occupy my thoughts after stopping. I expected to sit down at my computer and think of something to do, only to feel the pang of wanting to go back to Eorzea. However, this ended up not being the case, and it slipped out of my mind to a degree where I had to google that name just now because I had forgotten it. Honestly, had I not developed such a crush on Urianger, I doubt I would have thought about the game afterwards at all. When the Endwalker trailer dropped, I was expecting another rush of wanting to go back to that world, but… nothing. I’m vaguely interested in it because I dumped so much time into this story already, but I could just as easily read a summary and be happy with it. To tell the truth, I’m a bit sad about how this whole MMO experiment went. I was hoping to open my eyes to a whole new style of game, to maybe find a nice, escapist home I could always go back to, but instead all I got was a reminder of how limiting taste and preference can be.

So, that’s what brings me back to the pointlessness. I played a game for hundreds of hours, and all I can say is “I didn’t like it because I don’t like MMO’s, and that’s fine because everyone has different taste”. At least I warned you, but thanks for reading all of this. I had to get it off my chest after wasting so much of my friend’s time, who explained things to me so patiently. Cherish your friends, everyone.

Reviewed on Jun 16, 2021


9 Comments


I’m glad you were able to get a lot of enjoyment out of a genre that you concluded didnt appeal to you. Thoughts were really interesting to read and honestly I should’ve expected Urianger to be your bestie heh.

2 years ago

It's sorta funny cause I didn't like him at all for most of the game; he would only show up when the plot needed some magical macguffin to get back on track then disappear again.

Then in Shadowbringers, he's so clever and kind that he can live a peaceful little life with the fae, and he's reintroduced by dramatically descending the staircase in his beautiful new outfit, and I was like
Fuck
I'
m
I'm gay

2 years ago

I'm gonna be honest, MMORPG games are the worst thing and no one can tell me they don't require shit taste to enjoy. If I want to read these enticing stories, I just go and read the wiki.

2 years ago

But I'm a dumb guy that likes King's Field so I don't know if my opinion counts.

2 years ago

Hahaha well, that may be an indelicate way of phrasing it, but it's a point I sorta tried to address. Sure an MMO might not have the strengths of a focused single-player experience, but the genre requires analysis from the perspective that games are just platforms for any form of interactivity. This doesn't need to be strictly mechanical or narrative in nature, it can be social, which an MMO can incentivize in ways that would in other contexts seem like unambiguously poor design. The highest tiers of raids may be so difficult that they wipe anyone who isn't in a call with a coordinated team, but if the goal is to provide fertile ground for those little communities to pop up, it's a success. Using abilities with all the delicateness of entering a phone number may be boring on its own, but it allows a wide range of people to join in and keep the social ecosystem thriving. That may not be what I (or rather, we) tend to draw much enjoyment from, but it's just as valid of a design paradigm as anything else.
I feel like FFXIV more than justifies its way of using its story with the mmo medium with how solo instances, Trials and Dungeons work to where reading a wiki or watching a 'movie version' of the game would never intrinsically work by any means. I also wouldn't say FFXIV works the same way other MMOs do (personally, after FFXIV I thought I was into mmos now, and tried a bunch, and disliked or found milquetoast every other one)

2 years ago

Well that's a true statement. Social aspects from games always lose me pretty fast because I'm more about engaging with my actual friends rather than getting into fetch quests along them and maybe an unknown guy or two. I've tried to appreciate the faceless nature of MMO games but have never been able to do so. And the time you sink on them for rewards and gratification is too steep for my likings, especially World of Warcraft.

1 year ago

So considering that your review made it sound like you didn't play the expansions while making your review, have you played them after you made the review, and if so, what do you think of them?

1 year ago

I'm afraid I haven't; which is sorta funny to me. In this review, I mentioned how I expected to miss the game after quitting (but didn't), but also said I would consider playing future expansions when I had the impulse. Feels like I should have been able to connect the two statements and realize it wasn't going to happen. In the last 502 days since posting this review, I don't think I've ever entertained the idea of resubbing to XIV. That sounds harsh, but again, just seems like MMO's aren't my scene, and I haven't been into games as much as I used to in general, been dealing with stuff.