Saturday, November 21, 2015

Required Response: CH. 2 & # Play Between Worlds


While reading the chapters in Taylor’s “Play Between Worlds” which mainly discusses the game “EverQuest”, I was surprised at how similar her description of how EverQuest works is to how Final Fantasy XIV works.  Both games seem to have very similar ways of operating. My observations of how the FFXIV world operates come from my limited, yet intense experience in the game over the past three weeks.  As in Taylor’s observation of EverQuest, FFXIV seems to have two different types of players, the casual players and the power gamers.  The casual players are content to focus on exploring the worlds in a slower pace and taking part in more of the social aspects, not being as focused on achievements, whereas the power players are much more focused on achieving goals and XP.  I first noticed this during my very first days when I was trying to work my way around, but was having trouble figuring out certain aspects of the game.  I noticed that even though I’d come across a lot of different players in the game, they rarely stopped to do anything but talk to the next NPC who would give them the next quest.  Hanging out at an Atherite, I saw many people pop in and out very quickly without so much as a “hello”. 

I learned a lot about myself as a player while playing FFXIV. First of all, as I mentioned in my game logs, I found playing with others much more enjoyable than playing my indy game by myself. Another thing that stood out to me was how my attitude towards the game changed once I found out that I had to complete up to a certain level by last Wednesday in order to compete in the dungeons.  Prior to that point, I was blissfully doing sidequests, trying to learn how not to walk into walls, etc.  Once I found out I still had like 18 quests to do in 2 days, I went into hyper power-gamer-like mode.  I ignored everything that wasn’t a main story quest.  No longer did I do any fates, sidequests or random exploring.  I also hardly read any of the dialog in the cutscenes,  Instead, I clicked through them quickly and didn’t pay much attention to what was happening with the story.  I was focused only on getting to the levels I needed to get to.  I had fun doing the quests, but I did notice a huge change in how much I enjoyed it when I became the other kind of player.  I am looking forward to now having a more relaxed experience in the game.

The parameters of the game make it so you do not need to have the company of others to play and to challenge yourself.  I enjoyed doing the quests and reading the story levels, even when no one I knew was online.  Roaming around alone, I felt less pressure to perform, and it was fun just to experiment with different facets of the game.  There were times, however, that I would have liked the company of others.  I like the fact that you could play at any time, without having to be part of a team, which is different from some real-life games. 

Specifically in my case, my success REALLY relied on interplay and exchanges with others.  The mechanics of the game were very hard for me to master and I found myself often on the receiving end of deadly blows.   Having classmates around that could help me “revive” was very helpful!  I also benefitted from the experiences of others and frequently was able to ask questions of them.   Later, when I was very much concentrating on getting to the levels I need to get to in order to play with the class online for the dungeons, I took to randomly asking strangers to help me. I was pleasantly surprised at how many were willing to cover me while I fought and therefore helped me be successful.  I feel that part of this willingness was the fact that I was “marked” as a newbie with a little sprout icon by my avatar.   I am wondering how this will play out in the future, now that I am part of the “rank and file”.

In “A Play Between Worlds”, Taylor talks about some changes in the game of EverQuest that caused some of the interpersonal aspects of the game to be eliminated, such as the systems of “porting”.  With porting, it used to be that Wizards and Druids would be the only ones who could port other characters, but the game was changed to allow self-porting and the creation of a centralized transportation hub with NPC porters.  This took away the need for characters to interact with Druids and Wizards in order to get ported.  In Final Fantasy XIV, one can use Atherites to transport, so I imagine it is a similar system to that of EverQuest.   You don’t need to rely on others to get around.  Still, when a classmate offered to “teleport” me within the game, I happily accepted this. 


Taylor writes, "In a game like Everquest where the social aspects of the game drive its success and some of the pleasure derived from playing it, the relationship between design and culture, and the importance of understanding the ways those intersections feed into the game, cannot be understated" (65).  I interpret this to mean that you cannot simply be a solo player in this game.  Sure you can travel independently for the most part, but there are many aspects of the game that require interaction with other players.  The game is designed to make you interact for some quests that involve dungeons , guildhests, or to defeat the more powerful monsters..  Also, once you fully buy in to the social aspects of the game such as joining guilds, etc., then the game becomes more and more addictive. It is addictive not only because it is fun, but also because you begin to feel a certain level of loyalty to your guild and you play so as not to let them down.  

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