
Meanwhile, Destiny 2 was about as much of a disastrously unpleasant experience as I think would be possible without Bungie actually sending someone around to shout obscenities through my letterbox.
FINAL FANTASY XIV ONLINE DESIGNER SERIES
I won't beat around the bush - Final Fantasy 14 was a fantastic experience for a returning player, with a series of in-game systems that are designed to allow players to slip back into the game as seamlessly as possible after a long absence.


Returning players are something developers of games should take pretty seriously in their design planning The reason this merits further discussion, however, is because the design decisions which led to those radically different experiences as a returning player are deeply wedded to the business decisions about how those games are monetised - serving as yet another example of how crucial it is to consider the business model to be a core part of the game design itself, and to consider its impacts on players at all sorts of different points along their journey with the game. Returning to one of those games went fantastically well, to the point that I'm following news about its next major content release with genuinely excitement returning to the other was, bluntly, disastrous, to the point that while rose-tinted nostalgia still won't let me actually uninstall it, I'm pretty sure I'll never play it again.

FINAL FANTASY XIV ONLINE DESIGNER PATCH
I recently had to do 14 days of home quarantine after returning from a trip abroad, and to pass the time during this unpleasant flashback experience to last year's months of isolation, I thought I'd dive back into a couple of online games I haven't been able to make time for lately.Ī few patch downloads later, I was ready to re-engage with both Destiny 2 and Final Fantasy 14, both games which have in the past siphoned away far more of my life than I'd care to admit in a public forum but which I haven't played for quite a few months.
