Final Fantasy 14: The Streamlining Saga – A Battle Designer’s Confession

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When Streamlining Goes Awry

In the realm of Final Fantasy 14, the experience of playing a melee class during the Endwalker expansion felt less like an exhilarating adventure and more like a choreographed dance with an oversized punching bag. Battle designer Masaki Nakagawa recently admitted that the team’s quest to reduce frustration sometimes led them to trim the excitement right off the battlefield. “We went a little overboard,” he confessed, revealing a development conundrum that many players can relate to.

The Melee Dilemma

Those who took on the mantle of a melee main in Endwalker can attest to the pandemonium that unfolded during raids. Gigantic hitboxes, the absence of positionals, and seemingly infinite downtime disrupted the strategic essence of combat. Instead of feeling like heroes battling epic foes, players were left feeling like they were just throwing punches at a giant blob with very few mechanics to monitor. A breeze in earlier expansions such as Stormblood and Shadowbringers, this homogenized battle system escalated the frustration significantly in Endwalker.

Turning the Tide in Dawntrail

However, amid the criticism, there is a silver lining! The Dawntrail expansion is here to rectify past missteps, with Nakagawa and his team coming back with a punch. The aim is to recover the thrill of challenge that previously made melee classes delightful to play. No longer a mere shadow of what they used to be, players can look forward to battles that truly test their skills and wits. After all, isn’t the thrill of gameplay what keeps us coming back to Final Fantasy 14 time and time again?

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Carl S. Seibel
Carl S. Seibel
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