15 Years of WoW vs 1 Year of FFXIV
Video Statistics and Information
Channel: Jesse Cox
Views: 807,775
Rating: 4.9021602 out of 5
Keywords: omfgcata, Jesse Cox, Steam, PlayStation 4, PC, wow vs ffxiv, world of warcraft, wow vs final fantasy, wow vs ff14, ff14 vs wow, final fantasy vs wow, ffxiv, wow ffxiv, wow final fantasy, final fantasy 14, final fantasy xiv, mmorpg, wow refugee, wow, ffxiv vs wow, final fantasy vs world of warcraft, ffxiv 2021, wow to ffxiv, most played mmorpg, mmorpg 2021, wow killer, final fantasy
Id: 5T-mcLYBnKc
Channel Id: undefined
Length: 36min 19sec (2179 seconds)
Published: Sun Jun 27 2021
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"FF14 was designed with RPG before MMO, while WoW was made with MMO before RPG"
Amazingly put by this guy, job well done. Like I have been saying for years of playing FF14: This is a single player JRPG that has MMO elements enbedded into it. The game would still be great and a "complete product" if they removed all MMO aspects.
I play and like both a lot for different reasons, on FF I love not feeling the fomo pressure and the constant patch resets and catch ups, old content in wow sorta sits around lifeless when you get to max level. I also love how final fantasy handles professions and the horizontal non power progression, quest lines for new emotes, RP gear, housing all that stuff. I like spending time in the world and doing stuff that isn't necessarily a power increase.
But for me, the kinetic feeling you get from pressing skills and just the impact sounds and abilities has makes wow combat and high end pve stuff more fun (purley my opinion I'm not saying it's better) so I love going back to a new wow patch and getting AoTc and playing but I generally don't stay subbed to wow anymore after AoTc. I'd love for them to introduce a whole mythic+ gear set similar to tier sets. That could make M+ seasons feel more fun instead of grinding for the exact same trinket but higher ilvl from de other side. If my friends aren't online for dungeon runs and it's not guild raid night I don't log on for the most part. WoW pvp might be an unbalanced mess but I still enjoy the occasional battleground as well.
the craziest thing to me (and I don't think Jesse mentioned it here) is how the core endgame loop in FF14 is very similar to how WoW has been way back in the days with Valor and Justice points. You have your raid and you have a daily dungeon for those Valor/Justice points where some very easy content rewards you with some of the best ilvl pieces over time.
WoW was changed to a "reward appropriate to its difficulty" system with a lot of difficulty levels for dungeons and 4 difficulties for raids and that comes with upsides but also downsides. The upside is that everyone has their own personal progression no matter where they are and how good at the game they are. But you don't necessarily get good ilvl gear and I think that bothers a lot of players. Seeing people run around in 226 gear while you can only get 190-200 gear from doing easy content can feel discouraging. Meanwhile in FF14 the casual players might not get the best high-end raid gear but they get some gear that is close enough, like 210 instead of 220 ilvl. And with the relic weapon grind, pretty much everyone can get the best weapon of the expansion eventually by just doing not so difficult grinds.
WoW is the wet dream MMO of performance seeking players. You put in the effort and you get rewarded greatly for it. But players who don't want that performance stress kinda get left behind.
So, there's something that wasn't put up top in the video, maybe it's addressed later, but I think it's somewhat different from what is being said. For me, what made me fall in love with FFXIV, in a way that I rarely if ever got out of WoW, it's not so much the story, although it's LINKED to the story.
It's the aesthetics.
A recent raid boss, just on normal difficulty, meant to be doable by pretty much everybody, I think is one of my greatest experiences in gaming. It might not seem like much, right? But for me, it hit exactly all the notes. After the mid-point transition, the music switches to a remix to one of the most iconic FFXIV tracks, I think one of the tracks, at a point in the game, where a lot of people were like.....is this something fresh and unique? (Oblivion, for those who know). But instead of the punk-pop of the original...instead it's a dancehouse theme. The the lyrics are brilliant, they perfectly fit what's going on, and wonderfully sung. And at the end of the fight, you're trying to outdamage and outheal basically a DPS race....but everything stops, all the characters are frozen, the music is still going, and a character jumps in, a cutscene in the middle of the battle triggers, revealing some story...but it's just all...aesthetically and emotionally resonant.
To me that's the difference between WoW and FFXIV. WoW just rarely has those moments of resonance. It's not like it doesn't. The Lich King fight is one that I think will always stay with me. Same with the Gul'dan fight.
But it's....not that common, I think, where FFXIV brings that to me kinda constantly.
Yeah, the story is better. But it's mostly I think that the aesthetics bring an emotional connection.
Great to see Jesse Cox getting some love, he's maybe the youtuber I have watched the most reliably since I started getting into Youtube.
His categorization between WoW as a MMORPG, and FFXIV as a RPGMMO made me wonder what turning point caused MMOs to seemingly have an increased influx on focus upon narrative and story. I think maybe it was around when WoW had their Wrathgate in-engine cinematic a decade ago during the Wrath of the Lich King that caught many by surprise how there suddenly was a dedicated quest chain that lead up to a narrative focused moment, filled with actual cutscene direction, and that followed up with the epic Battle of Undercity-quest (Sadly removed from the retail game.).
Regarding having player character focus within the MMO-narrative we suddenly had Star Wars: The Old Republic come out later the same year in December of 2011, and it had dedicated storylines for each class; some that are even noteworthy playing for it alone as a proper sequel to the Knights of the Old Republic-games (Even if there were some story continuity controversies regarding Split Dark- and Light-Revan, as well as the Exile's bus crash.). The next year in 2012 had Guild Wars 2 launch, where each player race started out with their Personal Story quite a hefty representational budget, with full voice acting and famous VAs.
There essentially seemed to be a shift from viewing the player character in an online universe less of a mere bystander among other players pretending to be mere bystanders, and more as an internally realized character within the own universe, something that I think MMOs maybe had to reflect with various attempts towards. I haven't played Destiny 2, but it seems that it surprised players in 2018 when in the Forsaken-DLC had the player Guardian actually speak out with agency, and it seems that its latest content since then was quite positive in terms of actual narrative and story-telling that seemed to take advantage of its rich and colorful lore, instead of acting like a more silent bystander, staring while other NPCs fills the exposition and have the focused story arcs.
I've played around 6 years of WoW myself, and is currently around the same amount of time for FFXIV with more time planned for Endwalker later this year, so I see bit of myself a bit in the video regarding why I fell in disfavour of WoW, especially regarding wanting more from the game's universe and lore to be utilized in more narrative engaging ways than just acting as a mere excuse for raiding. Maybe I have just grown out of it of MMOs being mere gameplay focused around direct player-to-player engagement, and more viewing the MMO-genre act as something of a common social space for players to share their own experiences with the universe's lore and stories. It's a bit back in the days of Mass Effect, Dragon Age and Witcher-series, where a longer narrative was established between each game where certain plot threads from older games reflected in the sequels, and it was alot of fun engaging, discussing and speculating with the fandom on how it would reflect in the next game. Some certainly faltered more than others (ME3's infamous ending to the whole trilogy, Witcher 3 abandoning Witcher 2's narrative regarding the Scoia'tael's route.), and of all those type of games with grander, longer narratives; I honestly think FFXIV is so far the best in that category thanks to its nature as a MMO that allows it, and with the heavy focus on it. The upcoming Endwalker-expansion will conclude the current ongoing saga, so time will tell if it will succeed where others have faltered.
I remember thinking this about the kotor mmo. Really awesome story didnt overly need people. Tho it lacked endgame.
It's one of my favorite games to check in on every 6 months and holy shit what a soundtrack. I have at least 15 songs from this game in my regular music rotation, it's really outstanding.
While I absolutely adore ffxiv and disappointed with wow lately, itβs still has something that I couldnβt find in any other current mmo, the combat is just sooo tight and responsive and overall more satisfying even when ffxiv is has more bombastic effects and flare, wow still feels a lot better to play.
And Iβm not even talking about GCDβs as you can argue thatβs a matter of personal taste. For an example mobility spells in ffxiv, some for some unknown reason some spells cannot be quick casted (you hover over your mouse where you want to leap and immediately jump there) like the ninja teleport ability, you have to press the spell, then choose where you want to leap and click again where in wow I can immediately heroic leap with my warrior with one smooth click. Speaking of mobility there are some weird verticality issues in ffxiv. For an example a dragoon has an ability that makes you do a very high back flip, but for some reason even when you see your model back flip in a high elevation, you cannot backflip over small obstacles like fences, it almost like the jump is just an animation where your model is actually never left the ground, contrast that with wow and demon hunter where if you can perceive that your backflip is higher than whatever obstacle you want to jump through, you will go over it.
Another thing that might seem minor but is actually really important is the feedback from using spells, and classes like machinists are the biggest offenders. What am talking about is there are some spells where you see your character do a cool multi hit attack, but the feedback and the numbers on the screen just register one hit and the rest do nothing and are basically for show. In machinist you have this spell where you wave your gun to summon five big bullets where then they lock into your target in a staggered fashion one by one, but the damage you see on your screen is just one number. Again, spells in wow actually register each individual hit on the screen. When I press rampage on my fury warrior which is a five hit attack, you actually see 5 different damage numbers on the screen for each hit. It feels so good to press and in ffxiv it just feels off to see your character do 10 slashes with their sword from an ability and only one number is registered.
Another thing I felt lacking in ffxiv are utility spells. For dps classes there are barely any, your bar is mostly abilities that do damage or amplify your your partyβs damage. Add to that the lack of emphasis on unique CC options and you have dps classes that just do damage like samurai and occasionally boost the damage of others like bard and dancer, the only exception is red mage insta cast res which I felt was really cool and I hope they have more of those unique utility for dps classes in the future. Meanwhile in wow you have some really exceptional utility spells for some classes that makes you stand out and offer more than just numbers like death knight grip, portal for teleporting your raid members with warlock, divine shield from paladin and etc.
For anyone who hasnβt tried wow but is an ffxiv player, go launch wow with free trial and play around the open world for a few minutes with demon hunter and you would instantly understand what I mean by wow feeling more tight!