Final Fantasy XILooking Back: The Success and Failure of ACP
Seven years into the life of Final Fantasy XI, the development team at Square Enix decided to try something radically different -- three add-on "scenario expansions" instead of an all-out expansion pack. The first of these mini-expansions, “A Crystalline Prophecy,” was released in early 2009. The majority of reviewers seemed to disapprove of the new add-on, and the playerbase had mixed reactions to the mini expansion.
As we prepare for the release of the second add-on, titled "A Moogle Kupo d’Etat: Evil in Small Doses," we at ZAM decided to take a look back at what worked -- and what didn’t work -- in "A Crystalline Prophecy."
What Failed -by Vlorsutes
For every positive aspect that this first add-on possessed, it was plagued by just as many negative aspects that significantly hampered the potential it had. For having been active for over seven years with four very successful expansions under their belts, the developers should have had a firm grasp over what the player base would like, but "A Crystalline Prophecy" could at best be considered an annoying time sink and rewards to hold together a mediocre plot. To avoid spoilers, I shall refrain from mentioning any aspect of the actual story as best I can, and focus more directly on the other issues there were.
When Square Enix first released information regarding "A Crystalline Prophecy", it was suggested that the content would be significant enough that it would take the more hardcore players well over a week to complete all that there was. However, with no new zones to be had, and the relative ease it takes a player to get from one zone to another with outpost warps and the like, the minimum time requirement ends up being little more than a gross overstatement. Apart from two "Burning Circle" style battles and a single "stealth" mission, none of the missions pose any challenge to a level seventy-five character, as they're comprised of little more than either fighting extremely weak mobs for the sake of special items or running around entire zones searching for items to pick up.
Personally speaking, I approached one of the first notorious monster fights with no knowledge of the difficulty of the monster, so as a level seventy-five Blue Mage I spent several minutes properly buffing up by gaining full TP, giving myself Diamondhide, Refueling, and Utsusemi, and even went as far as using a charge from my Reraise Hairpin. To my annoyance, the NM proved to be incredibly weak, as I was able to dispatch it in far less time than it took to actually prepare for the fight. What could and should have been at least a somewhat challenging fight in reality turned out to be a nuisance and a joke, nothing more. Sadly, that's how the majority of this add-on ended up feeling.
The final fight of the add-on, on the other hand, is by and far a very cheap battle to where players seeking others to help participate in it will exclude a large portion of the jobs out there because the pre-requisites for the battle are so annoying that players refuse to risk anything but a specific setup. This hearkens back to Promyvion runs when Chains of Promathia was first introduced, which literally forced some players to level new jobs just so they would be able to participate in the battles. This bias serves to alienate a large portion of the player base, suggesting that the developers favor certain jobs and blatantly ignore others.
There wasn't enough content added to warrant the $10 price tag to flag your content as being useable. Content updates in the past have released a comparable number of missions of similar or greater difficulty without requiring the player base to pay anything more than the existing monthly fee to access it, so why did they feel that making us pay for something that can at best be described as subpar? If this is what we're to expect from the upcoming add-ons, then Square Enix will have a very hard time convincing even the most die-hard of fans to purchase them.
What Worked -by Thayos
Let’s face it -- "A Crystalline Prophecy" was not a shining moment in the history of Final Fantasy XI. That said, the add-on wasn't a total failure, either. The add-on was small compared to previous expansion packs, yet ACP included some significant innovations that will hopefully be carried on in all future additions to the game.
The most basic improvement in "A Crystalline Prophecy" is the ability for anyone to help out with missions regardless of their own progress through the storyline. Gone are the days when friends can’t help each other because they're not on the same mission. The ACP add-on continues the trend started by Fields of Valor and Level Sync, adding ease and convenience to encourage people to participate in the new content. As Final Fantasy XI continues to age, this improvement to the mission system will allow players to continue progressing through the game’s storyline in years to come.
The ability for anyone to help with missions ties in with the most groundbreaking feature of ACP -- the mini expansion's unique rewards system. Players who complete missions can choose between key items that progress the storyline or special keys that can lead to valuable items or rare, augmented armor pieces. Upon completing the add-on, players are rewarded with an augmented level 72 ring and their choice of a customizable level 75 body piece. Never before have players been allowed to choose their stats on a piece of gear, let alone one of endgame caliber. Although specialization prompted many players to choose identical stats for their gear selections, the opportunity to personalize a piece of endgame gear was a very refreshing addition to FFXI's reward system. Imagine if you could have added magic skill to a Tamas Ring or chosen an additional stat for an Ulthalam’s Ring?
Square Enix should also be commended for finding a way to utilize existing areas of the game. Vana'diel is full of beautiful zones that we don’t get to visit often enough. The harrowing climb up Delkfutt's Tower was a creative use of something that had been in the game for several years. True, the climb became extremely annoying after more than a few trips to the fulcrum, but the concept of turning Delkfutt’s Tower into a Chains of Promathia-style dungeon crawl is worthy of applause.
The storyline of ACP wasn't great -- with such a small expansion, there simply wasn't time to develop the plot. Time was the only insurmountable obstacle faced by "A Crystalline Prophecy." A scenario expansion that‘s beatable in a few days can never compete with a full-scale expansion pack. Still, the storyline was just good enough to provide hope for future add-ons. If the development team can learn from the shortcomings of "A Crystalline Prophecy," then perhaps future add-ons can provide us with tastes of the depth and lore we've come to expect from Final Fantasy titles.


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I wouldn’t hurt anyone, just walk around smashing tables, displays, merchandise. When begged to stop, I would simply say “YOU HAVE TO STOP IT’S REGEN.” then continue smashing
IE; in my final fight.. me as a pup/sch main healed that fight, with no issues.... tho you wouldnt have thought prolly that this couldve worked it did, ive seen zergs with brds and rdms at the helm. which you could thro a corsair in there too. whm blm rdm all work well for this fight, rng sam mnk pld war drg all work fine too, im sure a full bst zerg would handle this fine. smns work for the rng attack part of things, dnc can go clone control if they really wanted too.. and so could nins.... so
the real problem is not that the final fight picks and chooses jobs, its the player base, the fact that the missions that you do up to the final fight are crazy lame, and week. is another issue that really craps on this add on... i agree this shouldve been more focused on lower lvl jobs, if anything the fights that you do in the add ons should be based on your lvl... so if you fight it at say a lvl 75 job, then your gonna get a higher lvl mob... if you fight it at say 50 then the mob wwould be adjusted to that lvl..... kinda like any assualt that you would do... you have the ability of capping it.
75 PUP(/SCH,/WAR)
No Matter Your Level...There Is Always A Rabbit That Can Hurt You!!!
This has been true through all of FFXI. Players are always saying that you must do things in a certain way. NVM that you have many levels in your job and a great deal of experience in playing your character your way, yo must follow the "cookie-cutter" approach. Simple example... until the release of Dancer all melee (excepting paladins and ninjas) were expected to always /nin except in mission specific situations. Is that the only way to get things done? Of course not! War/mnk is certainly viable, etc. Ok, even I'm gonna look at you like you grew a 2nd head if you show up war/smn, but within reason anything can work if you have experience using it.
To some extent you have to blame the people who rush to get out the 1st "guide". People rush to it and the guide quickly becomes "Holy Writ"-Never shall ye Deviate from this pronouncement from on high. IT'S A GAME PEOPLE!!! Feel free to experiment and have fun doing it. Don't get me wrong, I'm all for having a strategy before walking into a meat grinder, but a strategy is really a matter of knowing what everyone is planning to do if things go according to plan and a good idea what people probably will do when things don't follow the plan.
-Bart Simpson, Bill Clinton, the CIA, any defendant...
This should be clarified, if you mean "the other missions" then it's incorrect as you can help on the final ACP mission without needing any other mission. If you mean the climb up Delkfutt's, I don't see how its so annoying since it can be soloed in about 30 minutes, which is far better than waiting untill JP midnight to try again, or trading x number of KS/BC seals. The main reason why people only did it with a specific setup was because the final boss was so rediculously hard to current strategies (read: meleeburn). That being said, a quick look on the wiki page for the fight shows a plethora of strategies ranging from meleeburn (though only "top-geared" players are advised this method) to 3mage/3healer. People have even won with MNK tanks instead of PLD tanks. I do not think that this agrees with how you are depicting the final fight as "literally forced some players to level new jobs just so they would be able to participate in the battles".
Goldsmithing-61.4 +1
Shaded Specs Obtained 20 June 2005
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The prerequisites cited, I do believe, specifically refer to the level-capped Delkfutt's climb, which is plain old annoying and time-consuming. Vlorsutes is (accurately) pointing to the fact that if you fail, you need to re-do this obnoxious climb, so players attempting the BC will only take the cookie-cutter group to insure their not needing to MGS up the tower AGAIN.
Having timed out on my first attempt on this BC because of insufficient DD capability, I made damn sure my second attempt had the fight-compatible jobs so I didn't have to climb a third time.
Black Mage 75 / Red Mage 75 / Warrior 75 / Corsair 75
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