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Looking 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."

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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.

Comments

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0/15 wins on this
# Jul 09 2009 at 10:36 AM Rating: Default
I have a lvl75 rng and pup and i have used both in the fight, its always the same thing, pld dies from clones and we wipe, with 15 different setups, it needs adjusted.
challenge
# Jul 05 2009 at 9:17 PM Rating: Good
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2,885 posts
I think that had they introduced level capped fights against the goblin NM's similar to the ANNM's, it would have offered a better challenge.
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Return1 argued with Mellowy and wrote:

Seriously, you won't be @#%^ing happy until SE releases a full sized Bahamut avatar you can @#%^ing ride and use to kill players that annoy you, one shot AV/PW/Shinryuu, and burn the FFXI nations to the @#%^ing ground for fun. All while actually restoring mp used instead of costing any.

#REDACTED, Posted: Jul 05 2009 at 9:19 AM, Rating: Sub-Default, (Expand Post) SE should've just made this targeted at lv50-60. With the astounding level grind that is needed to get to 75 (noticeable at 55+) they should have made this as missions that even lower level characters could do... but as always they give missions that are doable by lower lved characters but require you to be 75 at the end and even better they make it so only certain jobs work.
Level
# Jul 05 2009 at 2:43 PM Rating: Decent
i disagree on the certain jobs to participate in the final battle... tho you do need specifics for it to go smoothly you can rearrange things to fit just bout any job in the mix, its the player base that screws it all up
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.
Level
# Jul 06 2009 at 5:21 AM Rating: Default
41 posts
Degon wrote:
i disagree on the certain jobs to participate in the final battle... tho you do need specifics for it to go smoothly you can rearrange things to fit just bout any job in the mix, its the player base that screws it all up


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.
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Too little credit
# Jul 05 2009 at 2:44 AM Rating: Good
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1,181 posts
Quote:
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.


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".
Too little credit
# Jul 06 2009 at 5:47 AM Rating: Good
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532 posts
kegsay wrote:
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".


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.
Ok my 2 gil.
# Jul 05 2009 at 1:05 AM Rating: Default
Vlorsutes. I understand what you are trying to say. BUT in truth you let your expectations get the better of you. I for one wasn't expecting a huge explosion from the first one. As a matter of fact it turned out well. The mini expansion was done in a conservative manner. I for one did notice that it was fast paced. The reason it turned out like it did was because it was also gear up for the idea that just about any lvl could join in. Now what if you weren’t a lvl 75 Blue Mage and where in fact say lvl 45. Some of these fights would have been a little different wouldn't it. Thayos is correct in has statement that it wasn't a total failure. They did add a lot to the gaming system that did show a marked improvement to the game play over all. If anything we can say that this was a learning experience for SE. "What we need to work on for the next mini expansion." So please understand, I am not trying to belittle you on this topic but please remember that if you let your expectations get the better of you, you'll end up not like any of the remaining mini expansions at all. This is effect will kill any fun you may have had in their release.


Ok my 2 gil.
# Jul 06 2009 at 3:28 PM Rating: Good
Shmii must pay money for content patch now? <(;o;*<)
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