Island Sanctuary: The Tragedy Of What Could Have Been

RSS News

Syndicated News Service
The discussions surrounding DT content have emphasized something we all knew already.

There are many ways to play FFXIV, and when one playstyle is perceived to be getting all the attention from the devs, you end up with many unhappy players and quite vicious conflict between players.

I believe Island Sanctuary had the potential to greatly ameliorate some of these issues, as did other content that first sucks up precious resources, but is then shelved for reasons known only to SE.

First, let me acknowledge that just because a player doesn't raid, it does not immediately follow that they will find IS engaging. That said, the development of IS created a unique space that had the potential to keep many players entertained who are now either unsubbed or considering doing so.

So what could SE do with Island Sanctuary?

1. Simply allowing progression beyond level 20 would be a start. With the base content there, adding additional features would seem to be a lighter lift than creating something completely new. (Unfortunately, such an approach is apparently anathema to SE; hence why we are all at best "captains" in our GCs, why our chocobos suddenly become incapable of learning, and so on.)

2. Allow players to build a house. I won't elaborate on this since its appeal is obvious, as is the cynical reason SE would be resistant to the idea.

3. You have this vast digital space; use it! The possibilities are endless. As a general observation, any kind of group content would be consistent with what one expects from an MMO. How about a PvP dueling area? Or a zone for small group PvP? We're on a island, give us a damn boat! We could use it to find underwater ruins, which would need exploring, and possibly contain monsters that would require fighting either solo or in small groups.

But no. We're left with a static zone that offers nothing other than a source of dyes.

Continue reading...
 
Back
Top