Final Fantasy XIV v. Elder Scrolls Online

 

Disabled Gamer Rants

 

Final Fantasy XIV

v. 

The Elder Scrolls Online

 

 

Setting and world

 

FFXIV

ESO

 

Eorzea, same setting as FFXII and FF Tactics series. Compelling and interesting, has the perk of being nostalgic.

 

Not an open world game. World is carved up into various rooms, some larger than others.  

 

World is not as engaging. Beyond the Main Story Quests (MSQ) there seems very little reason to go out adventuring. (More about this in zone design.)

 

I have had considerable difficulty navigating from time to time. Quite stressful to play when the in-game world is too dark, such as at nighttime. Simply can’t see because of the color theme used.

 

Not that it matters to me, but worth mentioning because some players care. Setting and world are “cartoony.” I actually LIKE that, though. Not only can characters have more expressions in cartoon form, but it reinforces the sense of being somewhere else. Reinforces the fantasy.

 

 

Tamriel, same setting as ES universe. Has the perk that I am a Bethesda fanboy and love the content.

 

Open world. Players can go almost anywhere they can actually see.

 

World is engaging, compelling, easy and comfortable for me to navigate for the most part.

 

Sometimes the graphics can seem simple for modern games, but other times the world is simply breathtaking.

 

World and setting bend toward realism. Many players enjoy this. For me, it’s not much of a factor. This is an area where FFXIV goes one way, and it works, and ESO goes another, and it works as well.

 

 

 

Winner

 

ESO world is more compelling to explore, and I do not have the same navigation problems as in FFXIV. Outside of survival horror games, I shouldn’t be stressed out and feel anxiety by just trying to move around. When it comes to the point that I would rather log out than play during in-game nighttime . . . it’s done.

 

 

 

 

Character design

 

FFXIV

ESO

 

Repeated comments about “cartoony” features apply here. Not an issue for me, and I enjoy cartoons.  

 

Overall character design seems lacking. I cannot make a human male look like I want it to look. It’s either young and sexy or . . . weird and funny-looking. And not funny in the good way. Only body types are sexy, more sexy, and potato.  

 

Race selection has a good variety. Visually unique races, clearly distinct from each other to give variety of gameplay options.

 

The REAL customization for characters comes in the form of glamours – the ability to change armor and weapons to have different appearances. FFXIV goes full tilt into these, allowing for deep and meaningful customization. Players can make very intimate choices about clothing. However, players must actually have the item whose appearance they want to use. This requires inventory space, meaning that players will ultimately have to choose which appearances to abandon.

 

No racial bonuses, which is probably a good thing because it places emphasis on aesthetic over functionality.

 

Each race has lore, but racial lore does not seem to fit into the narrative. In one way, this is a good thing. Race doesn’t matter. In another way, though, it sort of weakens the narrative because everyone IS the same.

 

An absolutely wonderful feature of FFXIV is that the Bard class can actually play music IN GAME. And not just pre-recorded songs, though that option is available through modding. Players actually use the keyboard as an instrument, and numerous MIDI voices are available. This creates wonderful player events where bards simply stand around towns, playing to crowds.

 

 

Repeated comments about “cartoony” here. Not an issue for me. I enjoy the direction ESO’s realism takes.

 

Character design is intimately detailed, allows players MANY ways of changing and editing their characters. All body types are present for both sexes, from stick-thin skinny to Arnold muscular to Robert Baratheon fat. Simply astounding level of initial character design.

 

Really good race selection – ten races as opposed to eight (FFXIV). “Human” races (breton, imperial, nord, etc.) can seem to indistinct at times, and from a distance will have the same features. Only up close can differences be told. Clear distinction from “mer” races, however, and this is where ESO really shines through.

 

Like FFXIV, ESO also offers “transmutation” for clothes and weapons. From what I have seen, the transmutation selection seems just as deep as FFXIV, with the exception that ESO does not break lore. FFXIV allows players to dress characters in sweat pants, for example. ESO will not. But where players in FFXIV have to actually have the item whose appearance they want to use, in ESO the appearance is simply “unlocked” and available for access at any time.

 

ESO employs racial bonuses, so that each race does have a distinct flavor. These racial bonuses do not substantially affect gameplay, however, except for those players obsessed with min-maxing the maths. 99% of gameplay is unaffected by racial choice.

 

Unlike FFXIV, race does factor into the ESO narrative, and it’s done so effectively. Character and NPC races feel important and significant, at once allowing players to enjoy and lament narrative events based on race.

 

No bard class or musical playing that I know of.


 

Tie

 

I am calling this a draw because each game offers a different flavor and style. The inclusion of racial dynamics in ESO does positively influence narrative and player choice, but the glamour system in FFXIV is amazing and allows for MUCH role play. And while the bard does facilitate some wonderful in-game moments, there are similarly engaging social elements in ESO. The sheer depth and significance of racial choice and appearance in ESO cannot be ignored, but neither can the Miqo’te female in FFXIV. (Hey, I’m just as guilty as the next person.)

 

Both games simply have good systems where character design is concerned. Each has its perks, and each has its drawbacks.

 

 

Tie

 

 

Zone design

 

FFXIV

ESO

 

Zones in FFXIV have good art, but are narratively not well designed and utilized. One single area, for example, will have enemies ranging from 1 to 30; so if I decide to explore and wander into a section with a higher level enemy, I get squashed and have to rez all the way back in the city.

 

The intent for this (above) may be to get players to come back to areas at various points throughout the game. Okay, fair enough. But the problem is that zone quests themselves are (1) not narratively engaging, and (2) insignificant compared to MSQs. There are no cohesive zone stories, which I think is a failing point in any type of game whatsoever. Narratively, each zone should offer a cohesive and unique experience so that players feel like they are accomplishing something, and not merely running around doing stuff . . . things. As it stands, FFXIV zones do not focus on storytelling experiences, but instead seem to have a bunch of “stuff” for players to do. (Helping Luke with his chocobo problem, for example, has nothing at all to do with helping Lauren with her plant research.) Level differences between zone quests are also dramatic. I can accept a level one quest over here, whilst merely one minute walking time east is a level thirty quest which is completely unrelated. Such vast differences cause the illusion of fiction to shatter under stale game mechanics. In addition to not having a cohesive narrative, zone quests only offer paltry XP, money, and other rewards compared to MSQs. Why the hell should I do zone quests for 600 XP and 50 Gil, when one single MSQ gives me 11,000 XP and 1,500 Gil?

 

I remarked earlier that FFXIV is not an open world game. This limitation really shows in zones, where invisible walls pop up everywhere. Vistas are nice, but not explorable. Look but don’t touch. See it, but don’t go there. When players unlock flying (after finishing the MSQs), large areas of zones (ALL zones, unfortunately) are not even coded to allow landing and walking. So you can fly over them and collide with them (like making the choboco fly against the ground) but because they are not coded for ground interaction, the player is stuck in flying animation.

 

One good thing is that all zones offer FATEs, randomized events like monster invasions or escorts and various other tasks. Narratively, however, FATEs serve little to no purpose. And as with zone quests, rewards are paltry compared to MSQs. Aside from getting extra xp toward leveling an alternate job/class and getting sigils for grand company ranks, FATEs are meaningless. Just more “stuff” for players to do.

 

I commented earlier that the world is difficult to navigate during an in-game night. Many zones get too dark, such that I can barely see anything. I really do not like having to increase the gamma so much that colors get washed out. This ruins the overall graphics and causes me to dissociate from the game world. Why couldn’t they have just made sh-- brighter, or used a different color scheme at night? "I know, just throw a shadow over everything! Viola! Night!" Windwaker is an awesome example of how to distinguish between night and day, between dark dungeons and sunlit plains, without sacrificing enjoyment or art.

 

 

Zones in ESO have good art, often amazing art, and are narratively well-designed and utilized. What’s more, all zones adjust to player level, encouraging and rewarding exploration. The “One Tamriel” release was a really, really good move.

 

Each zone IS narratively engaging in two ways. Firstly, each zone has its own story, meaning that there is narrative reason to run around in addition to the various “stuff” to do. Some zones have multiple main stories (two big things going on). There are also “mini-stories” scattered around each zone. So if I go to a ruins, for example, there is a mini-story related to those ruins which players can experience.

 

Zone quest rewards are proportional to main story quest rewards, so doing the side quests DOES matter and IS rewarding in maths as well as narrative.

 

Each zone offers oodles upon oodles of “stuff” and “things” to do, and even gives players a checklist to track their progress. These may AND may not be related to the MSQs and mini-stories.

 

Despite enemy levels being adjusted to player levels, there are still stronger enemies that will kick players’ asses. Some zones are still more difficult than others, and some NPCs simply should not be taken on alone.

 

Zones do not have flying, and I think that’s actually a good thing because it keeps players grounded in the fictional world. (Pun intended.)

 

ESO is an open world game. Players can go nearly everywhere they can see in zones. Greatly fewer invisible walls than FFXIV. Room-switching limited to important quest areas and player housing.

 

Every zone in ESO has something similar to the FATEs in FFXIV. The main difference is that these randomized events (dolmens and deadzones, for example) relate directly to the game’s overall narrative. They aren’t “monsters invading just because,” but instead are monsters invading because the big-bad sent them. In other words, there is a narrative reason to explain the randomized events. Rewards for participating in the randomized events are on par with MSQs and zone quests, and sometimes can be even more rewarding (type of gear, items).

 

Zones can be dark, but have never been so dark that I can’t see to navigate. My grumps here are that the day-night cycle in the fictional world is . . . weird, and that the art itself can sometimes seem overly simplistic by today’s gaming standards. It can be night time in one zone but daytime just one zone to the west. WTF, right? It can also be midday IRL but 8p in-game. While I may be conditioned to WoW after so many years, I really do like logging on during the IRL day and it being daytime in-game; and logging on at night IRL and it being nighttime in-game. For some reason, I find that this eases me into the fictional world and enhances my overall immersion. Terrain and plant life can sometimes seem more basic – that is, less complex than we are used to getting now, given advances in the last five or six years. However, this isn’t as important a concern as other things. I still play original Nintendo games, FFS, and have perhaps an inordinate amount of fun with them. The bottom line is that I don’t get as frustrated or experience the same level of anxiety just by traveling as I do in FFXIV. When I go out adventuring in ESO, I am relaxed much more often than not. In FFXIV, however, I simply dread the night. Not because it brings dangerous monsters (which it doesn’t), but because I just can’t   f---ing see anything.

 

 

 

Winner 

 

 

 

 

Narrative quality

 

FFXIV

ESO

 

FFXIV places MUCH emphasis on the main story and its related quests, which is honestly and frankly a refreshing change from WoW and WoW clones. Even if games are MMO, main and zone narrative content should always be completable solo in some way. (We are paying to play, after all.) Players complete the main narrative arc by going on quests. Any time something in the main narrative requires a group, there is a tool to put players in a group so that they can complete that section with little to no problem. (The worst case scenario is having to wait ten to fifteen minutes in queue.)

 

Quality-wise, the narrative is really good from the perspective of MMOs. The story isn’t that deep until the expansions, but the characters are at least interesting, and the story content makes sense in the fictional universe. Personally, I don’t feel that the major villains were developed enough to be significant. I never felt threatened by the Garlean empire or afraid of their Weapon. Oddly, the most threatened I felt was from a character in the Coerthas arc. Every time I did a quest to help people in that zone, that character was there to block my progress and influence people to hate me anyway. This was a wonderful addition for two reasons. (1) the Hero’s Journey pattern we like to see in stories requires that the hero become outcast in some way. Not many games, and almost no MMOs, even approach that arc. We do things, and the NPCs automatically love and adore us. It shouldn’t be like that. Every now and then, there need to be situations which cause society to NOT like the PC. I really, really enjoy that FFXIV does this. (2) The NPC cock blocking my progress made me frustrated in a GOOD way, because it involved me in the narrative as a player in addition to my avatar. Even though I did something right, narratively it still went wrong. Used correctly, such a strategy positively influences engagement and immersion.

 

The only serious gripe I have about the narrative is that, functionally, the MSQ rewards so substantially dwarf other things in the game that side quests and FATEs become almost pointless. Now I understand that this decision was made to encourage (force) players to complete the story. And I agree with that focus – completing the main narrative SHOULD be the main drive. What I don’t like is how disproportional the rewards are. I remarked earlier that side quests will net the player maybe 600 XP and 50 Gil, whereas MSQs will net 11,000 XP and 1,500 Gil. This is not an exaggeration. The main narrative should absolutely be the focus, but it shouldn’t make other areas of the game insignificant.

 

 

ESO, like FFXIV, emphasizes its narrative. Unlike FFXIV, however, ESO confines its narrative to solo-only content. Yes, players can group for story content, but they don’t need to; and sometimes party members simply cannot access story areas, so we get a weird situation where one party member goes to do the quest while others just sit around and play dice or pickup-dnd-improv.

 

Overall, the narratives are more streamlined than FFXIV, which means players will progress through them faster.

 

If it makes a difference, stories in ESO are narrated AND text-based, rather than text only.  

 

Winner

 

I am giving this one to FFXIV even though both games have good things going for them. Overall, I was more involved in FFXIV’s narrative because it actually took more time in storytelling and development. Final Fantasy is about storytelling, and it shows. In spades.  

 

 

 

 

Gameplay mechanics

Classes

Spells and Abilities

Combat

Monsters and NPCs

Leveling

Dungeoning

Gathering

Crafting

Markets/Auctions

Inventory

Addons/Mods

 

FFXIV

ESO

 

Classes

 

 

FFXIV is the clear, uncontested winner here, boasting eighteen unique combat jobs (classes) with two more on the way. Each job has its own distinct flavor and purpose, and caters to a different style of gameplay. What’s more, one character CAN DO EVERY JOB IN THE GAME. All you have to do is change your weapon to change your job. This is amazeballs in and of itself.

 

You can play as a ninja AND as a samurai, and their gameplay is f---ing amazing. (Weebs and Narutards rejoice.)

 

You can play as a Bard. (Mic drop.)

 

 

Only six classes. While each has a distinct flavor, ESO is severely limiting in this regard. For me – and maybe it’s because I’m a paladin at heart, or maybe it’s because one class simply “clicks” with me – it seems like there are only two classes: the templar, and not the templar.

 

Winner

 

In fact, I’m giving two wins for this. Just because.

 

 

 

Spells and Abilities

 

 

FFXIV may be the uncontested winner of character classes, sure. And it’s absolutely not argued that each class has its own unique set of spells and abilities which distinguish it and make it interesting. That is not being debated. In my experience, nearly every spell and ability was useful and fun. Admittedly, as in every game, some were more fun than others.

 

There are two things, however, which make FFXIV fall flat compared to ESO. Firstly, there are too god------d many spells and abilities on the hotbar; and for that matter, there are too god-----d many hotbars that need to be used. (Like WoW, twelve per hotbar, and at minimum three hotbars.) For normal players this probably isn’t an issue. Some of them (or many, for all I know) probably like having so many options available. But given my window of vision (slightly more than ten degrees), I can’t watch my character, the enemies, other players, health bars, and my buttons all at the same time. And secondly, while WoW allowed for semi-effective macros to reduce the number of buttons, FFXIV does not. Yes, players can do SOME macros, but there is no “castsequence” allowance to help reduce the numbers of buttons, and spells and abilities cast with macros cannot be queued or “pre-cast.”

Because of these issues, and because of my narrowed window of vision, most of my time is spent looking at my buttons rather than at my character and at the battlefield. So even though I push the button for, say, a really kickass iaijutsu move . . . I don’t get to actually see it. Or, if I actually want to look at my character doing her animations, or look at enemies for visual combat cues, I can’t see my hotbars cooling down.

 

There are two things FFXIV could do to fix this issue, and I think my recommendations would not only better enable blind players to engage the game, but also greatly improve the quality of life for regular players.

 

(1) Change combos from being a series of individual spell/ability casts to a series of individual and LIMITED button presses. Take the samurai class as an example. One combo has eighteen spells/abilities spread out over eleven to twelve buttons. That could be easily reduced to three to four buttons if spellcasts/abilities were context sensitive rather than individual spells.

[S1]  [S2]  [S3]  [S4] 

 

Here is a layout of four different spells on four different buttons. The way the samurai works, you press all of these in sequence. For S4 to work properly, you must have cast S1, S2, and S3 in that order.

 

To reduce this to, say, three buttons, we could code S1 to be context sensitive. So if I cast S1, I run a check to see if S1 was just cast a moment ago, and if it was then S1 instead casts S2. Instead of pushing all four buttons in a row, I would push S1 twice, then S3, then S4. (Remember, S2 is coded to follow S1 on a repeated button press.) I could further reduce this to two buttons by coding S1 to morph into S2 and then S3 on successive button presses, leaving alone S4 (because we would want the iaijutsu button to remain context sensitive as it presently is).

 

But how would this help? Imagine being able to pull off, say, twenty different possible combos by using only four buttons. Not only would that make gameplay easier, it would allow for more technique and variety. Let’s keep the same buttons as before, but make this change: S1, S2, and S3 are all sensitive to combo presses in succession. S4 is essentially the “special move execute” function. Possible combos:

 

1, 1, 1, 4

1, 2, 3, 4

1, 1, 2, 4

1, 1, 3, 4

1, 2, 2, 4

1, 2, 1, 4

1, 3, 2, 4

1, 3, 3, 4

1, 3, 1, 4

2, 1, 2, 4

2, 2, 2, 4

3, 2, 1, 4

3, 3, 1, 4

2, 1, 3, 4

 

And so forth.

 

(2) Prune repetitive support abilities or allow them to be context-sensitive as well.

 

The main idea is to reduce the number of buttons in order to keep the focus on the character and the field – to NOT have players basically just watching their hotbars the whole time.

 

 

Where ESO succeeds here is their dedication to having only five buttons on the hotbar (six if you count the ultimate), and by having the hotbar switchable at will. Because there are only five buttons, I know exactly what spells are on what button, and I don’t have to constantly look. Also, because there isn’t a GCD as in WoW or FFXIV, I don’t have to continually watch buttons for timing. I can actually look at my characters and see their animations. And because I can look at my characters, I can actually see where they are on the field, especially in relation to enemy NPCs. Kind of an important thing.

 

Having only five buttons – ten if you count the “back bar” – does NOT, however, mean ESO is limited where skills are concerned. There are nearly 500 active spells/abilities players can choose from, which are accessible by different “skill lines” unlocked through gameplay and story completion. This makes character building a thing, a big thing actually, and adds depth to the game. To be fair, however, some players do wish there could be more buttons on the hotbar. That, however, would go against ESO’s design scheme and the overall point put forth by devs to specifically not overwhelm players with buttons.

 

On a personal note, especially where spells and abilities are concerned, I am a big fan of “simple but elegant.” Having few buttons, but making them sensitive to context and timing, seems to me the best way to go. Like Smash Bros. Melee, or Castlevania Lament, or God of War. Kingdoms of Amalur even. Depth of combat and technique need not – should not – be determined by having 36 different buttons on the screen; but instead by how only a few buttons are used in conjunction with each other and events in the game world. 

 

 

Winner  

 

 

Overall Combat

Healing

DPS

Tanking

 

 

FFXIV combat is basically WoW. Tab target, push or click buttons on the hotbar, wait. Combat becomes complex and needlessly anxious because I cannot see the field and my buttons at the same time – let alone all 36 of them.

 

Combat can be REALLY fun depending on the class, but the bottom line here is that there are just too many buttons no matter what the role is.

 

Other than that, combat is smooth and easy to get used to for the most part.

 

One other negative is that for much of the game, there are indicators letting players know when to GTFO of an area. Oddly, even if I get out of an area before an enemy spell goes off, I still take damage from the spell I just avoided.

Because of my limited vision, I’ll glance down to look at my GCD. By the time I glance back up, a warning area has flashed on. I do my “oh sh-- oh sh--” run out of the area, and even though I’m away BEFORE the enemy animation executes, I still take damage. WTF?

 

Or, specifically because I can’t see the field and my hotbars at the same time, in just trying to play the game I miss out on AOE cues.

 

 

ESO combat follows the Skyrim model, plus five buttons on a switchable hotbar. Left click to hit, right click to block. Mouse looks around. The simplicity of button arrangements and controls allows me greater control over movement, and allows me to actually watch what is going on in the game. It also encourages me to prioritize spells/abilities according to taste and effectiveness – not to just throw everything up there and push whatever.

 

Because only a limited skillset can be equipped at any time, combat becomes more personalized and individual. Granted, like other games, certain people have completed certain calculations about which abilities at which times make the highest DPS. But their obsessive compulsion does not greatly affect general gameplay. I still have the freedom to use spells because I like them and they are cool.

 

Overall, I get to actually see and react to combat in ESO, without as much anxiety.

 

 

Winner  

 

 

Monsters and NPCs

 

 

Both of these games have really cool and unique NPCs as well as monsters. I could take time pointing out which from which, but the bottom line is that both games are good here for different reasons.

 

Except for Hildibrand. He’s an annoyance at best.  

 

 

Sir Cadwell, voiced by John Cleese. Amazing. 

 

Tie  

 

 

Tie

 

Leveling

 

 

Leveling in FFXIV works just like any other MMO on the market. Complete quests, kill mobs, do dungeons, make stuff. The key difference is that in FFXIV, zone quests and FATEs are not effective aids. This is a problem when you’ve raised five job classes and are beginning your sixth (completionism and variety!), because by that point players have most likely completed all the MSQs, done all the FATEs multiple times, and run dungeons again and again. Zone quest rewards not being significant actually hurts longevity of the single character focus; and not having narrative driven zone quests removes the reason to go out adventuring in those zones.

 

At a certain point, leveling collapses into spamming dungeon runs. I think this ruins the gameplay experience. (More on that later.)

 

At max level, character growth once again (like WoW) devolves into gearing. And that’s it. Just gear. Yay.

 

 

Leveling in ESO is way more fun because it is so significant. Rather than automatically gain spells/abilities every few levels, like FFXIV and WoW, you just judiciously choose which spells/abilities to take each level. 


Even though everything is scaled to level, there is still challenge depending on where you are and what you face. Craglorn, for example, is harder than Glenumbra. You really need to know what you are doing to survive for long in Craglorn.

 

To fix the expansion issue – rather than simply increasing the overall level cap – devs implemented a champion point system after level fifty. For the past couple years, this has worked really well. Stat points get allocated to improve and refine your character into what you want it to be. So growth isn’t just about gearing, it’s also about how and where you allocate points. Characters focused on crafting, for example, may have a completely different focus than characters oriented toward melee combat.  

 

 

Winner  

 

 

Dungeoning

 

 

Both games have slick-looking dungeons with wicked cool design and animations.


Boss mechanics in both games seem pretty well scripted and tooled.  

 

However, I am rating both of these as fail. Why? Because dungeoning is supposed to be special, different from the overworld and presenting a little bit more of a technical challenge. What it becomes in EACH game is high-powered characters running through at breakneck speed, like the Road Runner or the Flash having taken a truckload of speed, killing every boss before other players can even get out of the lobby. (Okay, so that’s an exaggeration. But not by much. No, seriously. Not by much.)


In both games, actually learning dungeon and boss mechanics is pretty much pointless for newbies given that the overpowered players kill everything too quickly for mechanics to matter. This problem exists because higher level, higher geared players need to participate in lower level dungeons to keep the game moving for everyone involved. (It’s not 2004 anymore, and we aren’t high school and college kids with loads of time on our hands. The party finders / duty finders / raid finders / dungeon finders are a necessity.)   

 

To fix this issue, all power levels should be equalized and dungeons should be tooled to present a reasonable challenge able to be completed within a reasonable time frame. Fifteen to twenty minutes on a standard dungeon (a little more and a little less on smaller and larger areas) should be good, while thirty minutes to an hour on trials and raid wings should be good. This of course assumes proficient completion, and does not account for repeated failures.

 

 

There is absolutely no reason, given modern technology and coding abilities,  why players cannot receive rewards in proportion to their gear and experience levels either during or at the end (or both!) of dungeons.

 

The main idea here, which I think is squandered in modern MMOs, is that dungeons should be special and present special challenges – accessible by ALL players – that give unique and proportional rewards. They should NOT be something players can face roll if they are powerful enough. Dungeons should be crafted to take strategy to complete, and not just the ability to run through all the mobs without consequence.


Not having equal challenge, I argue, actually harms the player base in the long run. New players cannot learn necessary skills and strategies if speed-running is mainstream, which means they are largely underprepared when beginning EX/Savage/Hard/Veteran content.

 

“But I’m level 80 with maxed out item levels. I shouldn’t have to spend my time in lower dungeons.”

 

But you choose to, or you choose to use the random finder tool which could put you there. Because you choose to engage that, you should be presented with some modicum of challenge to keep you entertained and on your toes. And for spending that time, and being good at it, you should receive reward commensurate with your character and gear level. 

 

Tie  

 

 

Tie

 

Gathering

 

 

Both games have gathering professions as a sub-class. Both have pros and cons. Both are way better and deeper (more engaging) than WoW ever was.  

 

What sets FFXIV apart is that gathering is limited to specific areas of regions (level 1-5 items here, level 6-10 items over there, etc.), is cast as a mini-game, and allows players to choose what they harvest from any of various nodes. Overall it’s pretty cool, but being confined to smaller area is a bummer, especially when gathering should push players to explore zones to their fullest.

 

 

ESO does not cast gathering as a mini-game, but keeps the “clickable” nature started by WoW. It does, however, force players to explore and wander in order to find items; and that’s a good thing. There are also a variety of sources to gather from, continuing the Elder Scrolls tradition that ALL THE THINGS must be collectible, whereas FFXIV can be quite limited.

 

Tie  

 

 

Tie

 

Crafting 

 

 

Both games have crafting professions as a sub-class. Both have pros and cons. Both are way better and deeper (more engaging) than WoW ever was.

 

FFXIV crafting is cast as a mini-game. Different quality items are producible depending on how good you are at the mini-game. Traits can be added via actually using your gear in combat, and by turning it into materia (spirit linking). Also, the more powerful and special your materials are, the more powerful and special your products are.

 

 

ESO crafting is not a mini-game, but it is nevertheless just as engaging and complex. You use various materials to make products, but rather than having to be good at a mini-game players must upgrade crafted items using special collectibles. The are found through deconstructing uncommon/rare/epic gear and items found throughout the world and in dungeons.

 

ESO crafting also includes traits and special abilities, which must be researched in order to add to gear. This makes crafted gear very personalized and targeted. In addition, there are certain rare forges which add bonus abilities, but only if players find those forge and use specifically those forges when making gear.

 

 

Tie 

 

 

Tie

 

Markets/Auctioning

 

 

They both have markets and auctions of some kind. The basic functionality in each game remains the same – sell stuff to other players rather than a vendor. Nothing is particularly GOOD about either auction system which makes them stand head and shoulders above Auctionator or Auctioneer in WoW.

 

The fact that both games do not tolerate Real Money Transactions (RMT), whereas WoW embraces it, makes them way better.

 

What’s bad about FFIV markets, then, is that it can only be done through a “retainer” system. Basically, players hire a NPC, give it items, and have it sell them on the market board. Since FFXIV does not allow mods or addons, players must manually search and locate current market values and price goods accordingly. Not a bad thing . . . just takes a lot of time that could be spent on other things in the game.

 

 

What’s bad about ESO auctions is that players can only auction if they are part of a guild, and only if that guild hires a NPC to “sell” their wares.

 

In short, each game adds superfluous mechanics which I think detracts from the game more than it adds.

 

One good thing about both games, though, is that the in-game economies seem very well preserved by the marketing systems.

 

Again, though. Both games get props for having zero tolerance toward RMT.

 

Tie 

 

 

Tie

 

Inventory

 

 

FFXIV starts players out with all bag space they will ever have. Most items stack to 999, which is really cool.

 

Another cool feature is the Armoury Chest feature, which separates gear from other types of items in the game and allows for casual auto-equipping of best possible gear for a class.

 

What is NOT cool is that players must actually have the gear piece whose appearance they want to use. This takes up inventory space, which means players focused on collecting glams will have to make sacrifices elsewhere.

 

There is no bank. Retainer system is used instead. Retainers are NOT SHARED between characters. Items are not easily transferable between characters.

 

 

ESO starts players with 50 item slots, and items stack up to 200. (They should make it 999.) Bag space can be upgraded through in-game purchases to a maximum of 140 slots.

 

Bank space starts at 60, and is expandable through in-game purchases. Bank space IS SHARED account-wide, so items and gold can be easily transferred between characters.

 

How ESO really wins over FFXIV here is that item appearances are unlocked when that item becomes bound, meaning that players do not have to sacrifice inventory space just to use another item’s appearance. That means players can have their cake AND eat it . . . so far as armor looks go, anyway.

 

 

Winner

 

 

Addons/Mods

 

 

Addons and mods are not allowed. Players can be permanently banned for using them.

 

Some players still use them anyway.

 

To be fair, FFXIV devs have tried to make every facet of the UI customizable, and the game features a native chatsound feature which is VERY useful for blind players like me.

 

 

Addons and mods are allowed. Players are encouraged to add their own personal flare to the game, or else add functionality developers may not have considered.

 

As always, using addons comes with a risk that certain game elements may malfunction.

 

Tie

 

Tie

 

 

 

Community

 

FFXIV

ESO

 

The FFXIV community thus far has been perhaps the best around. However, I have to wonder if this is due to the no tolerance policy toward harassment and bullying more than the collective character of gamers. Just in running random dungeons, we can see the same toxicity and frustration through backhanded compliments and general impatience. Higher-level and more experienced players rush off, pulling everything, then become upset when newer players or “sprouts” lag behind. Some players don't give a flying f--- if new players aren't in the boss room. They will pull anyway. 

 

Dungeons, trials, and other challenging material are often run in complete radio silence; players offering only a “o/” at the beginning and refusing to respond to chat prompts.

 

“It’s because they use a controller.” Okay, but part of community is talking and communicating, too.

 

“Then use Discord.” I do. Still mostly silence. And in some raiding groups, that’s where the toxicity is funneled.

 

For some reason, people don’t like to actually converse any more.

 

 

Unfortunately, many of the same issues exist in ESO as well. It’s probably a modern gaming thing, more than a game-specific thing.

 

So what makes ESO better, where community is involved?

 

You can join five guilds instead of just one.

 

 

 

 

Winner

 

 

Overall likes

 

FFXIV

ESO

 

The art and music are just wonderful overall. I adore Ul’dah.

 

Really good storytelling. I love that each class has its own narrative, even if some of them aren’t even that good. More games need to do this, so that players feel their class/job selection is just as narratively important as the MSQ.

 

Ninja. Samurai. Bard.

 

Lots of classes.

 

One character can do everything.

 

Some of the zones are especially enchanting to be in (aesthetics).

 

Childhood and young adulthood nostalgia.

 

Gilgamesh, and the green chicken he painted to try and cure his loneliness.

 

Guaranteed materials when gathering and harvesting. (So long as you know what you’re doing.) Personal nodes.

 

 

Same comments about art and music. Even my wife feels relaxed when I play this game, and she’s not even a gamer. Seriously good compositions, both visual and aural.

 

I’m an ES fanboy, so . . .

 

Morrowind. Elsweyr. Glenumbra <3. 

 

Pulling enemies with Fiery Chains. Puncturing Sweep.

 

Sir Cadwell. The Prophet. The Mad God. The drunken kitty-cat Khajiit.

 

Gathering and crafting very deep, very involved.

 

Gathering encourages and rewards   exploration.

 

Perks of ESO+ sub are actually really good. Worthwhile. Way better than paying monthly for base access and no perks.

 

Tons of skills to choose from.

 

 

Overall dislikes

 

FFXIV

ESO

 

Too many hotbars and buttons.

 

UI clutters the screen.

 

Hard time keeping up visually, lots of anxiety healing or tanking in this game.

 

Zones are fragmented, disjointed.

 

Aspects of the game other than MSQ seem trivialized.

 

F---ing Hildibrand. Ugh.

 

Not permissive of other characters or “alts.”

 

All gathering nodes collected to limited areas. Gathering itself discourages zone exploration.

 

 

Only six classes.

 

No unarmed skill line? And this is f---ing Elder Scrolls? WTF man, seriously? (Bethesda made the same mistake with Skyrim.)

 

High-powered dungeon tankers who don’t care whether they’ve got aggro, only that they can finish within five minutes. (Maybe I should start calling them “minutemen.” Chuckle.)

 

Mounts are WAY too expensive.

 

Can only upgrade mount riding speed/stamina/inventory once per day. (Should scale instead per day, as with bank and bags. Should be able to purchase at least one of each per day, rather than just one.)

 

To actually craft, and craft well, pretty much need to sub for the infinite crafting bag. Otherwise, have a fully upgraded bank toon JUST for storage. 

 

 

 

 

Final verdict

 

FFXIV

ESO

 

Wins = 3

 

 

Wins = 7

 

 

 

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