FFXIV Story quests
Despite some hopefully soon-to-be-fixed issues, Disciple of War and Magic progression is delightfully smooth for the most part. Story quests take you to quest hubs, and sidequests combined with the occasional FATE, dungeon, and guildhest keep you moving briskly through the story and the world itself. The formula works remarkably well, with the engaging narrative keeping players’ attention throughout the decidedly themepark-style leveling process. Unfortunately, around level 40 the steady climb through the levels becomes something of a slow trudge, but that’s a tale for the next column.
I’m also quite fond of how FFXIV structures their dungeons, which for me hit something of a linearity sweet spot. Don’t get me wrong; you’re not going to find yourself getting lost in any of FFXIV‘s instances, as they all are of the straightforward go-here-and-kill-this-boss variety, but the addition of sidepaths and optional rooms (and sometimes events) that can be cleared for additional loot adds a bit of variation to the usual sprint-to-the-end style of dungeon-running.
So tune in next time for the undoubtedly thrilling conclusion of my thoughts on the Disciple of War and Magic leveling experience and join me as I delve into the nitty gritty of the Disciples of the Land and Hand. Until then, friends, I’ll see you in Eorzea.
MMOs are constantly changing, and our opinions can change with them. That’s why we’re here to give some beloved (or not) games a second (or third) look. Has that game that was a wreck at launch finally pulled itself together? How do the hits of yesteryear hold up today? That’s what we’re here to find out as Massively gets its Second Wind!