Final Fantasy XIV: Endwalker Is a Heartfelt Way to Tackle an Impossible Challenge
Going into Endwalker, I wasn’t sure I even liked Final Fantasy XIV, that maybe I was completely burnt out on MMOs, and that I never actually imprinted on this one. Between the fans who refused to acknowledge fair criticisms of the game, and the outright haters who mistakenly believed I was ever in their camp, and having to explain myself to the non-MMO normies who couldn’t understand why anyone would “take on a second, third, forth, etc. job,” I was coasting into Endwalker on fumes with the taste of a bad gas station burrito in my mouth. But I had to know. I’ve been here since the beginning, since the game was ended once already in the cataclysmic collision of a giant red, god-bearing, artificial moon, and a knock-off elven Tellah summoning a bunch of gods with an entire continent’s prayers until he became a god himself in a massive blast of magical energy and turned into Phoenix. It’s been a weird fucking journey, Final Fantasy XIV’s been on. And in order to talk about Endwalker, we need to go back to where it all started.
Final Fantasy XIV launched on Sept. 30, 2010. For every bit that it was beautiful and weird, it was also a frustrating mess. 1.0, as we now colloquially call it, for as forward-looking as it was, was steeped in ideas of what MMOs were, and not the shape they had been taking on. Where it innovated in terms of class being tied to the weapon or tool in your hand, it confused by having separate job and character levels, and a chaotic paper doll character sheet. For all the beauty and depth in the world, it was bought at the cost of devastatingly high hardware demands (which caused even high end machines to struggle). If you know anything about XIV’s early incarnation, you probably recall a story about a single potted plant having as many polygons as a character model. It’s true. The pop-up server events called Hamlet Defense brought together players as warriors and mages, as well as, and gatherers and crafters. But even these moments of brilliance were undercut for many by how many grind-focused, story-less hours players were required to spend in the original vision of Eorzea.
The creators of Final Fantasy XIV 1.0 looked forward as much as they looked backward. But for the most part, 1.0 was actually an exercise in self-indulgence. Artists focused exclusively on how beautiful they could make each individual element they crafted for themselves. There was an internal logic to systems and UI that could be understood by others, but only truly made sense to their creators-and, I guess, me.
See the thing is…I actually loved Final Fantasy XIV version 1.0. I loved the weirdness leading up to it in the open beta periods, and the stories I’d been hearing from friends and colleagues and reporters who had experienced or heard about the even earlier, weirder phases. I loved the world and its maps. Of course, if you think about me for more than a moment this entirely makes sense. I love the possibility space of the tavern in Wizardry. Final Fantasy (1987)’s Marsh Cave requiring multiple delves (and a boss fight) to fully accomplish, each with a treacherous overland slog to and from Elfheim to recover is one of my favorite design decisions in game history. And I’m never happier in an MMO than when gathering and crafting stuff for my friends actually matters in an MMO. Look, I’m not going to say I didn’t identify with Lisbeth in Sword Art Online.
And for a time, Final Fantasy XIV gave me that.
I think it also gave that to the original developers too. But I recognize we’re outliers here. Final Fantasy XI worked in spite of itself. Players didn’t know better. And in the decade since it appeared, Warcraft also rose to prominence, developed, imposed, and continued to refine a style of gameplay that would lead to what the modern MMO player wants and needs. Final Fantasy XIV 1.0 was never going to work in that world, it couldn’t, and it didn’t.
It had to end. I’ll say this much for the man who would take over the helm of XIV and steward it into cataclysm and then rebirth: He gave me a year and as gentle a glidepath out of the game I loved as possible. It was a task that I don’t know any human being should have to undertake, or lead an entire team of developers through—guiding and developing one MMO (1.0) to a graceful, logical end that would reflect and honor the achievements of players in the original game, maintain continuity as it shepherded them to the new one, while simultaneously making a fundamentally new and separate game that allowed for both existing and brand new players to share mindspace.
Take a moment to even think about that. Sit with what a ludicrous decision that is. Because making one MMO is already a batshit endeavor. When World of Warcraft hit its stride, the forum posts were endless. People wrote entire books on “So you want to make an MMO?” and every one of them—every reply, every forum post, every newsgroup, book, zine, AIM conversation—said the same thing, “this is a colossal undertaking that requires dozens if not hundreds of specialized people at the top of their game AND an unthinkable amount of money and time—maybe go plug away at an existing MUD codebase and write some rooms instead?”
It didn’t stop dozens of budding CS majors from starting up and flaming out in their quest to make an MMO. Videogames are massively laborious undertakings. Sure, we have lots of tools now that allow just about anyone to make quick, fun, and sometimes complex games much more easily and quickly than ever before. RPG Maker is one such thing, and even that isn’t remotely the easiest toolbox. But it’s amazing that any videogame at all makes it from green light to gold master. When an MMO exists, heaven and earth have been moved in some fashion. Which is why I’m reluctant to come down too heavily on the problems that beleaguered XIV 1.0 even while I draw multiple, bright red, indelible lines underneath my point about how immense and frankly ridiculous the decision to unmake and then remake Final Fantasy XIV is.
I think about this every time an NPC tells the Warrior of Light to go take a break, a vacation, or even just a nap. I hope it’s more of a statement of intent and less a desperate plea for help from the developers. Respecting the amount of labor that saving the world takes is something the characters of Final Fantasy never let the player skirt around.
But saving the world is exactly what Naoki Yoshida’s team did. Eorzea was going to get binned if he failed. Instead the team made A Realm Reborn and secured their status as heroes of Square-Enix (at least outside of the company; let’s hope inside as well).
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