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R P G A M E R . C O M   -   E D I T O R I A L S

A Rebuttal to Make Story With Me
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Whren
FAN EDITORIALIST



REBUTTAL TO: Make Story With Me

Some time back I came across this editorial, titled Make Story With Me. Its main argument was the lack of interactivity and story in an MMORPG, more specifically Final Fantasy XI, in favor of gaining levels and skill points. Now I feel the need to point out some flaws in the editorial, based on my experience playing FFXI for more than a year. I have played through a great deal of the game's story, and I must say that there are some serious misconceptions about FFXI that the author has assumed from watching a roommate play the game. I am too an avid console RPG player, so I believe I have enough experience on both sides of the argument.

Let us now address the issues one at a time.

Even while there may be little to no player-driven story, FFXI actually boasts an incredibly breath-taking plot, along with beautifully done cutscenes, and in this way it is different from other MMORPGs with less story. The story in FFXI itself is beautiful, if only one takes the time to enjoy the world, get stronger, and unlock the story that is, in my opinion, on par with the console Final Fantasies. To say that FFXI has no story whatsoever is doing it a horrible injustice akin to saying FFVII had no story. FFXI's hard-coded story boasts themes of racial discrimination, betrayal, greed, maniacal adversaries who wish to dominate Vana'diel, just as it reveals a few characters' trust in each other, as well as your own rapport with other players. When you take Squall, Rinoa and Zell to defeat Ultimecia, it is no different from taking yourself and a few of your own friends to defeat Eald'narche and stop him from taking over Vana'diel in his effort to regain the power his ancient Zilart race had lost. Past the initial missions, much of the storyline has to be done with other people. In other words, you are more or less forced to form your own network of friends and adventurers in order to defeat the big story bosses together, similar to your average main character in a console RPG picking others up to form a cast of characters. In FFXI, you make your own cast, with real people.

In FFXI, there are many separate storylines that tie in together to create one massive virtual world with its own rich history. You have the three different storylines of the three nations of Bastok, San d'Oria and Windurst, which are unique to each other and in which you are your nation's hero. You also have the story of the ancient races of the Zilart and the Kuluu peoples, which are included only in the expansion The Rise of Zilart -- and this Zilart story ties on to the storyline of your nation after a certain point. Then, you also have the third main storyline of Promathia, which is included in the Chains of Promathia expansion and features some common characters you will have met in the original storyline. To add to these main storylines, the overwhelming history and nature of Vana'diel add more to the overall plot and experience. For example, the crags in Vana'diel may be to the unknowing player simply a means of transportation -- but to those who have played through the Zilart storyline, they are actually structures the Zilart built to harness power so as to open the Gateway to the Gods. Lastly, you also have quests such as the Selbina Clay quest which will take you all around Vana'diel to uncover Stone Monuments, on which are documented a good portion of the history of the world.

Perhaps this is also why people who play FFXI do not bother to form their own storylines -- much of FFXI's storyline has already been laid out, and even seemingly trivial things are included in its history. For example, the reason why Windurst has such big pools of water is because in the Great War, a heretic summoner called on Fenrir to turn the tides of battle, and in doing so Fenrir's destructive power caused such huge holes in the ground, that in modern day Windurst there are now pools of water and bridges over them. Even the origins of various enemies in Vana'diel are explained -- for example, in Eldieme Necropolis, the undead Elvaan are actually the deceased soldiers of Tavnazia who perished in the Great War, the crawlers in Crawler's Nest are pests that feed on the plants in the adjacent Rolanberry Fields, and Tonberries are actually the deformed people of the now inexistent Kuluu race. The story, culture, and tradition in FFXI is fairly complete even without player input, hence it could be why people do not actively create their own storylines in FFXI. Whatever story related question one might ask is probably already included in the dialogues of quests and missions if one knows where to look.

The statement that players in an online game are able to create their own story does not hold water in FFXI. Perhaps it does in other MMORPGs, but as far as I know, FFXI has a very solid story that no one should write off despite first impressions, and because of this, player-driven stories have little place in this online game.

Now we come to the issue of people not favouring a player-driven activity in view of levelling up.

No matter how much you look at it, Final Fantasy XI is not a Final Fantasy in the true sense of the word. It does not in many ways play like any other Final Fantasy, and a common mistake people make is to approach it with the same mindset they do while approaching any other Final Fantasy. What FFXI really is, is a fairly rigorous MMORPG with the Final Fantasy taste. I stress the word 'taste', because while we have chocobos and moogles and cactuars, FFXI is in actual fact an MMORPG, and MMORPGs attract a rather different crowd than the usual console RPG players. It is not even a 'light' MMORPG. It has a heavy exp grind, and is a huge timesink almost like Everquest.

With such a game as this, you are likely to attract a number-crunching crowd, a crowd of hardcore gamers who are likely to want to get to the endgame eventually and go on high-level raids. You are less likely (not totally unlikely) to attract the crowd of people who desire to tell their own story, and who are into this sort of thing. You cannot expect the people who play a hardcore MMORPG to want to be 'in character' -- because truth be told, it doesn't happen -- and certainly not because FFXI is named 'Final Fantasy'. A good number of my fellow FFXI gamers have no idea why it was called Final Fantasy, and why there is an XI at the end -- they are primarily MMORPG gamers, not Final Fantasy fans or console gamers who are more accustomed to storylines. They are naturally inclined to numbers and uber equipment, less to storyline. This trend has been ongoing with the MMORPG crowd since the first online MUDs where people sought for the most treasure, the best gear. We are simply looking at two different groups of gamers, with different interests at heart, and to say that either should be corrected as the original editorial assumed is to treat an MMORPG crowd as a console player crowd.

In fact, FFXI provides ample opportunities for fun interaction. The seasonal events that pop up throughout the year reflect current festivals in our own world, for example Hana-Matsuri, Summerfest, and very recently the Halloween event. These events encourage players to drop their quest for levels and go out to have silly fun. During the Hana-Matsuri event, Japanese cherry trees in blossom were placed in cities and ornamental tables and folding screens were set up in public places in order for people to take screenshots with each other. During Summerfest, people had to work together in order to get special yukatas to wear, that had no combat-related bonuses at all and were hence simply decorative items. Also, there was a goldfish scooping event (in Japan, there is a traditional event where people try to scoop goldfish with a paper scoop) and people could win prizes by taking part. Lastly, during the recent Halloween event, people could trade sweets to NPCs in order to get special pumpkin hats, eatable jack-o'-lanterns and other accessories, as well as costumes of skeletons, ghosts, and beastmen. While these events are not player-driven by any means, they do provide the opportunity for many people to enjoy themselves.

Lastly, the majority of the player interactions in FFXI take place in linkshells (or clans/guilds as they are known in other MMORPGs). Such is the FFXI culture that few people tend to do things outside their linkshell, like organizing events with the general populace. If you seek to roleplay, find a roleplaying linkshell and there you will find others who do indeed stay 'in character'. Not everyone wishes to roleplay to such an extent, but in these linkshells you will find people who do.

To say that the players in FFXI are not cooperating is being nothing more than ill-informed, which I feel that the original editorial was.




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