A popular myth is that you escape
The Grind once your level hits double
digits. Not so. No matter where you
are in Vana’diel, you’re always caught
up in its deathly slow, glacial pace. You
can practically feel the Grim Reaper
checking your pulse while impatiently
tapping his foot. “Not dead yet? Hurry
up and die.” Fact is, unless you team
up with reliable team-mates (rare)
who properly understand their roles
(rarer still), you will end up dying. A lot.
It’s a by-product of Final Fantasy XI’s
design, which dangles the carrot of an
experience-points feast for defeating
tougher creatures in front of your nose,
offering a potential shortcut away from
The Grind. Yet when you square up to
the tougher creatures, the result is nearly
always an untimely death. Should you
be punished for trying to escape the
most tedious ritual ever seen in games? It
doesn’t matter. Just hurry up and die.
It’s worth pointing out that buddying
up with the same team-mates over the
course of a full game is almost impossible
for various reasons. Your principal goal is
gathering enough experience points to
level up, gain new gear, see new areas,
fight new creatures. So far, so usual,
so MMORPG. Yet whenever you team
up with someone a few levels above
or below you, the experience points
rewarded drop sharply, making The
Grind even longer and even tougher,
which in turn makes teaming up
with those players pointless. Add the
impracticalities of getting everyone to
play together at the same time and it
soon emerges that you’ll never get your
friends on the required levels, unless
one of you stops and lets the others
play catch-up. This makes bringing in
friends from the outside impractical.
Instead, you have to make friends from
within, constantly recycling them so
you have enough friends to play with
who match your level. Imagine going to
the pub and switching people around
so you’re only talking to those who’ve
drunk the same amount of pints as you
– before you know it, your real friends
are at the other end of the bar, fed
up at being ignored, and you’re stuck
talking to Emily with the moustache
from accounts who keeps laughing even
when you’re not trying to crack a joke.
Switch Emily for PiMpHuStLa69 with
the one-star Xbox Live rep and you see
the problem. Finding a party is hard
enough. Finding a party that isn’t full of
grammatically challenged idiots should
at the very least reward you with 100
GamerPoints (there are no achievements
in Final Fantasy XI either). You can always
catch up with your friends for a casual
chat around town, but the strongest
bonds are formed in the heat of the
battle – something that Final Fantasy XI
conveniently ignores.
The problem peters out the more
you play, simply because levelling up at
the higher levels takes approximately
five millennia instead of five hours, but
then this game is aimed at veterans
anyway. For example, as Final Fantasy
XI also encompasses the Treasures Of
Aht Urghan expansion, there are lots of
Exciting New Classes™ for said veterans
to play around with. By veterans, we
mean genuine, battle-hardened Final
Fantasy warriors. You have to be Level 30
or higher to even think about witnessing
the new classes, so these new classes
make no difference whatsoever to the
noobs spending their time with the great
unwashed, squabbling over rabbits. So
again, another problem is that veterans
will get rewarded for their invested
time but newcomers will get nothing
but second-hand stories passed down
through Vana’diel about how cool the
Corsairs are.
Still, for those with three spare ice
ages on their hands to plough through
what’s on offer, here’s what you can
look forward to. Corsairs, the ones in the
fancy dress pirate outfits, play a support
role similar to the existing Bard class
and are proving immensely popular thus
far. Blue Mages learn spells and have
the potential to be powerful at higher
levels, but actually learning spells is a
confusing, awkward process that no one
seems to understand yet. Meanwhile,
Puppetmaster, the most vaunted class
of all, has turned out to be rubbish.
“Puppetmasters will probably be good
when you hit end game!” shout the
deluded fanboys, referring to the limbo
when you hit the maximum Level 75 and
you’re just playing for… well, no one’s
really sure what they’re playing for. Still,
given the huge commitment required to
get there – generously estimated at six
months of non-stop playing – it’s unlikely
most players will have the patience or
resources to see whether Puppetmasters
flourish at the end of the game. Two
out of three then. Not bad, but not
particularly great either.