A Constructive Take on FF14 & WoW

Hello, (random person)! I hope your hazmat suit hasn’t punctured today whilst roaming the forums. I’m a long-time WoW player that recently finished the entire MSQ of FF14, including all the required content in between and a tiny bit of optional stuff. Now watch as I try to vigorously provide some constructive thoughts on each MMO. These are just my rambling, most notable thoughts put to the keyboard. You’re welcome to disagree and agree!

I preface by saying I’m not going to cover everything about each MMO. I’m not covering art+music, housing, race diversity, glamour/transmog, class/Job design, encounter design, or anything like end-game progression, etc. Although I did think about it. Each MMO has their ups and downs for all things aforementioned.

Mounts: I didn’t have a lot of them in FF14 compared to WoW, but I think each game has a fairly similar and interesting catalog. Surprisingly, I find it funny how people might complain about reskins on WoW when in FF14 you have the exact same thing happening. FF14 might have one thing over WoW, in that once you get a complete collection of reskins you unlock a super variant that’s unique in their own right.

Marketboard and Auction House: The WoW auction house is less susceptible to scams and more accessible to all. In my weak efforts to make Gil in FF14, I resorted to market flipping, and my success rate was uncanny. The FF14 Marketboard reminds me a lot of the old WoW Auction House before its last revamp. I think Retainers are a real scuffed system - they sell items for you, but have a cap of 20 different auctions they can perform at one time - and having to pay real life money to gain more retainers is gags. Designing a retainer is great though; basically creating your own NPC! Each auction system uses some kind of tax - WoW uses an auction entry fee - FF14’s is much more egregious with regional/city rates between 3-5%.

This is the part where comparisons and contrasts get stark.

Professions: WoW professions are a lot more clean cut compared to FF14. Gathering in WoW is a simple cast bar and crafting is no different. FF14’s gathering professions are very engaging and I enjoy that about them. FF14 crafting professions are complex and you’re prone to success and failure, low and high qualities. And the entire system is entirely undercut when you realize there are macros online that you can use to automate the entire process for the best outcome. One thing WoW should learn from FF14 on professions is they can be a fun mini game with meaningful progression, gear, and quests like those from Legion.

Leveling: Each MMO takes leveling differently. In WoW you can reach max level in maybe 14 hours. That’s a guesstimation. In FF14 it’s far longer your first time and leveling side jobs probably longer than any guesstimation I can make. The most important point I want to make on leveling is: WoW might be short, but I’d rather have it shorter for alt-classes than a long crawl like in FF14. Leveling a side Job in FF14 is a horrific atrocity: A true grind*. WoW could learn a thing about making your first leveling character a longer journey, and FF14 could learn to make the alt-journey a shorter one or one with more long term variety.

*Grind: Zone one time quests, beast tribe dailies, leves, sightseeing logs, hunting logs, FATEs, LFG, etc.

Open World: WoW’s open world has developed a lot over the years into now that’s something that inspires returning on a daily basis at endgame to complete a large cluster of different recurring quests, killing rare creatures, or finding treasure chests. It’s all there, laid bare, for you to enjoy. While leveling, you have a decent adventure of quests ahead of you going across the entirety of each zone, and along the way you might find some quests will turn into world quest games to play once at max level. Additionally, you can find those rares and treasures mid leveling/questing.

FF14’s open world could learn from WoW, in my opinion. Aether nodes are the only incentivised exploration you’ll have if only following the MSQ. The grind* isn’t required for a first time Job as the MSQ fills out all EXP needs, leaving all of them for an alt-Job. Rares are a thing but you’re damned to find them as there’s no prompts, or kill them by yourself else you’ll be condemned by the community that do organized kill-trains.

Questing: From the quests I’ve done, FF14 severely lacks ones that are innovative. Most involve collecting an item, killing something, or talking to an NPC somewhere. Just like WoW, sure, but more so stale across 3 expansions. By the time I got the Stormblood I was surprised to find a mini game where I zoom my camera in like a sniper rifle and shoot something; which lasted for no less than a minute. FF14 could learn a lot from the way WoW opts to have playground quests where you frequently do something outside-the-box. When FF14 introduced role-playing scenarios in the MSQ I squealed in joy as that’s a fantastic step in the right direction. Golden Saucer quests out in the world is what I’m asking for, more or less.

Story (No Spoilers): FF14’s story is one to be desired in WoW for a few specific reasons:

In FF14, the interpersonal relationship and encounters between the player-character and NPC’s is excellent. There are clear callbacks to previous story beats and player/character interactions. Meanwhile in WoW, we have little fireside chats to admire between NPCs and the story quest dialogues which never develop anything truly meaningful between player and NPC.

In FF14, the overarching narrative is coherent, and fluid with every main story beat being effectively closed eventually so others may open soon after. Meanwhile in WoW, the Sword of Sargeras is still impaled into Silithus despite the story suggesting the wound is no longer infectious or prone to manipulation by the Old Gods.

In FF14, antagonists have their motives usually presented in a coherent, tasteful manner not shrouded in too much secrecy depending on the villain. All characters are typically vocal about their thoughts, feelings, motivations, and intentions. Meanwhile in WoW, we hardly know what Zovaal’s doing and what Sylvanas is really hoping for. To find out, we’re fed bread crumb comments by the Primus as he clearly knows more than we do, but hardly tells us anything by the end of the 9.1 storyline.

In FF14, the cutscenes themselves are well enough animated with the in-game models. To complete the story you have to go through all expansion iterations. In WoW, each expansion is in its own time bubble and the story can never clearly assume you’re the same hero of a previous expansion or player/character interaction. WoW cinematics are incredibly designed although recently the story context’s for each have been poorly received.

Shadowbringers introduced the Trust system; clear dungeons with story NPC’s. I think this is the step in the right direction if you hate being an MMORPG. Group content shouldn’t recede into single player content. FF14 is single player enough as is. Same goes for WoW.

Someone should machinima a proof of concept of what a small segment of WoW storytelling would look like if slowed down and presented like FF14 or Guild Wars 2.

Shadowlands & Endwalker: Shadowlands will likely go down as a funky expansion where the narrative was questionable, the systems were glazed with balancing issues, and strange content droughts. But a fine expansion if you quit worrying yourself to death about min-max potential. Endwalker will probably go down as a massive success for Square Enix, fans, and FF14 itself. I look forward to seeing where WoW takes the players next and I will be there to engage whatever’s next. I, too, will play Endwalker to see its story come to a close.

In conclusion, I’m now gonna do you dirty and make some phat takes:

I think FF14 is a great MMORPG but it lacks a lot of innovation and is no better than WoW. It’s seemingly built on the back of A Realm Reborn’s systems and mechanical limitations and Square Enix has never attempted to make stark upgrades in what it can possibly do. You can appreciate how Blizzard at least tries each expansion to update WoW in a major way to keep things innovative and fresh, regardless of its a system flop. FF14 takes no chances, and Shadowbringers feels like a 2016 expansion release consequently. Endwalker will likely feel the same and it’s a shame because it’s 2021 and the moment-to-moment questing and open world designs are stale. At least, if anything, FF14 makes up for everything in consistency in the quality of each expansion release. Each is better, but not that greater than the last. I think after Endwalker, the developers should place FF14 back under hard development to update its system and mechanical potential. If it does in a huge, great way? It’ll obliterate WoW.

WoW should attempt to add a more robust storyline that’s interpersonal with its characters and does not constantly hide behind secrets. Such as the Sylvanas/Anduin Torghast cinematic(s) being slowed down and norm. More horizontal progression systems: content similar to what all other mainstream MMO’s do today. As well as meaningful profession roles which can use some of the great mini games we all know Blizzard is capable of designing.

Check out Guild Wars 2. It’s a major underdog.

Fantasia is a clear scam. WoW’s barber shop is something to be greatly appreciated as Square Enix milks its users to customize your character beyond a few features.

Illidan Stormrage could beat Estinien Wyrmblood in a 1v1 no items Final Destination.

1 Like

I’m less than a week into my free trial on FF14, and I’m likening it to WoW when I first started playing - or Classic, if you will (although I came in during the BC era, you could still donate to the open the gate cause). Things are slow, and spread far apart. You spend a lot of time getting from place to place, and learning your place in the world.

I’m currently lvl 31 there, and haven’t picked up any crafting skills yet - just focusing on main storyline (and the Golden Saucer), and haven’t even explored everything I can. I’ll do that later, when I pay for it - which I probably will.

I don’t know if I will stick with it long-term. My WoW guild has an active FF FC, which is nice, but continues to push raid progression. And while there’s a lot to do in-game, the issue with a story-driven storyline is that eventually you run out of new story.

WoW is like that as well, and it happens much faster, but the speed of the WoW endgame, the desire to push yourself to get better and better stuff, keeps things active, for people into that sort of thing.

I will still play both, but I can definitely see my alts getting even more neglected while I focus on FF. Because, whatever else, it’s new to me. And that counts for a lot.

(Also, music-wise, while I like a bunch of the FF music, I think I prefer the WoW orchestral soundtrack more than the FF music. I don’t need travel music, and I don’t need fight music (which I know I can turn off).)

1 Like

I started playing FF14 just to see what the hype was about. FF14 feels like a hybrid of GW2, Aion Online, and WoW (which ironically were the MMOs on the market at the time). The combo based combat system reminds me of Aion online and the movement-combat similar like GW2. The way the story is presented and written in FF14 just blows WoW out the water because the game is designed completely different in its narrative presentation.

Every WoW expansion is basically a complete lore reset that assumes your actions of the previous expansion never happened because you’re not forced to level 1-60 through every expansion to catch-up on the story. WoW is designed more for player convenience than the actual journey because they just want to rush people to the endgame as fast as possible.

FF14 does not feels like it is better than WoW by leaps-and-bounds, but is more like an alternative that can co-exist in its own thing just other MMOs. It’s definitely aimed at a more relaxed, casual crowd whereas WoW aims for a more competitive crowd. The cities are designed as social centers and they have specifically design congregation areas where people gather around. Also, I have like 10 hours in, and I rarely see people actually talk at all just like in WoW.

There’s a number of things that stand out to me in FF14 like the very outdated UI, map system that is hard to navigate, and extremely outdated graphics/textures from the base game that makes me feel like I’m playing Dragon AgE Origins from the late 2000s. It’s really the combat and story telling that make it enjoyable.

First off, I appreciate your constructive pro/con take on the game as we don’t get a lot of that here – the bias is real. People mention the same ole features from the games and state their pleasure or disgust without going into detail, so I would question how much experience they had with the game or if they just glanced at the surface, went by hearsay from other people over the web, or watched YouTube videos. I’ll match with what you had to say about each topic.

I started playing FFXIV in 2015, long before the bandwagon train arrived at the station today because I wanted to see what was out there in the genre. I’m still progressing in the game, only starting Stormblood recently despite so many years passing, mainly because I was the main tank in an active raiding guild in WoW (now dead), doing a bunch of side-questing in FFXIV, and juggling other MMOs to this day.

Mounts: One thing that annoyed me about WoW mounts is the regular recolors and the abundance of horses. It’s true FF has their share, but I felt the variety of different types was more noticeable. However, what truly snagged my interest in FF’s system are these features one would only notice if one played the game through and not quit after 20 minutes:

  • Your default Chocobo you acquire from a quest fights alongside you using gysahl greens to summon as a pseudo tank, heals, or DPS.
  • Your Chocobo has additional inventory space
  • Get to mog your Chocobo.
  • Some of the aesthetically “cool” mounts don’t require you to have millions of Gil
  • Change the Chocobo’s color by feeding them while stabled (after 6 hours)

The Chocobo feels like a true companion and not just a mount to ride.

Market/AH: I honestly haven’t used it much – mainly looking for mogs, and I do have my issues having to pay extra for additional retainers as well, but having up to 7 with 175 slots each is quite the room as opposed to WoW’s 28 + (7 * whatever the biggest size bag in the game), and I do think it’s fun you can create and customize your own NPC, with a choice of personality dialogue. I also like that the retainer system is an inventory bank, AH seller, and venturer all-in-one. I don’t have to worry about whether I forgot about an auction if I haven’t been playing for an extended period, as whatever item or Gil will just drop with my retainer.

Professions: This was one of the side activities I was doing that’s delaying my MSQ progression. Not too many games have an engaging enough profession system that has me stop leveling just to experience it. I enjoy that it gets treated like a second class with its own set of skills and gear-set to boost crafting stats, which can double as an awesome mog. You can purposely choose to craft a rare version of an item with higher stats. The gathering is also enjoyable, as its node system is phased per player, so any amount of people can gather from the same spot at the same time.

Leveling: I agree with your stance. From what I hear, Palace of the Dead is what people choose to speed-level their alt class.

Open World: Since I’m still leveling, my experience is limited, but I do like that you aren’t limited to a zone of your level or what’s current, as you can level sync with lower-level FATEs.

Although there aren’t in-game prompts for rares, players use a third-party app that works like WoW’s Rare Coordinator for the Timeless Isle. Being an app outside the game, can’t publically talk about it in-game as it’s against the TOS.

Questing: I also agree with needing a variety of different quest styles. I enjoy our characters and quest NPCs emoting to one another, though – just a bit of RPG flavor to show your character has expressions.

Story: I agree with you here too, so far…until I experience Shadowbringers.

The differences between WoW’s barbershop and FF aesthetician are gray, as FF lets you customize features that are limited to certain races in WoW or aren’t a thing at all, plus some of the newest barbershop changes are recent with the additional customizations.

Overall, this game is also enjoyable from a different perspective, as long as people understand that. It is not meant to be rushed to reach end-game, just to dungeon and raid all week. Squenix has said it’s an RPG first, MMO second. Simultaneously, it doesn’t bring anything new to the table and has its perks and flaws, just like any other MMO. Whether the game is truly hype or not remains to find a concrete answer, as the players who jumped ship could have done it for reasons anywhere from their displeasure with the company to the game’s content or the community. The game has been here for years; just some managed to break their sunk-cost barrier.

4 Likes

Big true.

I wish FFXIV’s barber or Aesthetician as they call him, would let you change more than just facial features, hairstyle, colour, tattooes, brows, and lip colour. It would be a welcome change to be able to change your characters every look, and leave fantasia as a race change.

Fantasias are still a big deal cheaper than WoW’s race change, I mean, it is 7 dollar for a fantasia, which lets you change look, race, whatever you want on your character, or 25 dollar for a race change in WoW. For 30 dollar or osmething like it you can get 5 fantasia.

As of recently, WoW still have a huge advantage though, with their barbershop letting you change every detail on your character except race and faction.

1 Like

Adding New Player Experience to the mix. FFXIV is… not fun for the first 20ish minutes. It is a bit of an exposition dump in a city tour. Almost feels like getting the bad part over with so you can start playing. It gets way better from thereon out, but the introduction was not ideal. WoW is not great either, but the new beginner zone was a nice start.

New World gets a lot right here that the others could learn from. You are quickly shown how to play and dropped into the action with features introduced to you a bit more organically. Shame they didn’t followup on that with compelling story.

1 Like