Lazy, you have some good points, but you are being utterly rediculous in regards to the Dreamcast. You are suggesting that Square wanted to create a hefty MMORPG to carry Final Fantasy online properly, but should have done so within the confines of a CD, on a system where they did not even have the
possibility of a hard drive, and where they had no track record for the license, no programming experience, and were not even planning on bringing FFX nor FFXII there either? As well, your PSO comparison is effectively nulled, as there were few online options worth pursuing at the time anyway, and it was
free. Since you so carefully stated "in its first version" in regards to that subscription price, do you also know how many continued with Version 2--where there actually
was a price? (And only $5 a month.) How about how the I & II packs for the Xbox, where you pay on top of Live's subscription charges, or GameCube where it is also about the only online option but has a high subscription rate... that are still below FFXI's? That would at least give a better idea of how they could compare, wouldn't you say?
Regarding the Xbox, it would indeed have been good to try to get FFXI on there as well, but if they were not also planning on bringing FFX and FFXII as well, it would be foolish to START there. Square would certainly see it more beneficial to extend their relationship with Sony instead of starting from scratch again with an American developer they've had no relations with before (and seemingly no inclination to). If a company is indeed in financial trouble, would you expect them to make a major paradigm shift, or stay where they already have all their working relationships set and--hey--get incentive to keep right ON staying as well? And in hindsight, it's also best they went with the PS2 first on this: The Xbox has tiny support in their home region, so FFXI's console impact in Japan would have been much less (but drive up Xbox sales, for sure). The game would take up the VAST majority of space on the Xbox's hard drive all by itself (6+ gigs) and could potentially cause problems from that since there is no ability to expand the space (quite probably wouldn't amoun to much, but I felt it worthy of note at least). There may be 13+ million potential units, but only 700+ who are subscribing to Live and would have to be willing to pay $13+/month on top of that which is always more imposing than hardware outlay (for whatever reason. So many people don't blink an eye at spending [or wasting] more cash in one-shot clumps, but recurring charges makes them shirk.) The primary Xbox-buying public is usually the least-inclined to care about Final Fantasies or "console RPGs" in general, and FFXI is certainly a solid mixture of console RPG influences and what we expect from a MMORPG. Sales and subscriptions of FFXI are most certainly braced by sales of the rest of their series, which either they would not have gotten were FFXI on Xbox online while the rest remained on PS2, or would have had much worse sales on the Xbox's lower sales and less-inclined userbase. To boot, FFXI in general has more appeal to Eastern audiences than Western, so they get more proportionate new subscribers and would have more retention in that market.
A LOT would have had to be different for FFXI to sell well on the Xbox, and it would have caused all the other "different" to do worse, so I certainly don't see that as a boon. And in the end, I don't think it would make a helluva lot of difference even just talking about FFXI. "Potential users" is meaningless--what I was addressing before. All PC MMORPGs have a huge "potential userbase" (we've just been curious about the size), but that's not going to determine the success of these titles. A lot proportion of them are gamers, an even lower proportion favor online RPG-ing, and a very low proportion overall are willing to pay $10+ subscriptions to anything, let alone MMORPGs. The games attract people with their visability (and the popularity of their licenses), but retain them by
not sucking. Sims is wildly popular, but crashed and burned as a concept online. Plenty of MMORPGs came out with a whimper--even a bang--and quickly drowned in problems and are struggling to make any headway. They're looking around for new people to attract TO the games that haven't been before, and better ways to retain them, but they're not succeeding just being available to more machines. Some of these games have probably had massive amounts of userbase-churn over the years, and what it basically points to is strength of concept (in all forms), since they've been pulling from a "potential audience" that makes 13 million seem pretty small as well.
You can be annoyed that they didn't choose to bring it to the Xbox ALSO--I certainly think it would be cool to merge three different platforms on the same online servers, it would give them more subscribers, and certainly give Live a great attraction. But to think it should have gone there in place of...? It would assuredly perform worse on the Xbox now (though it also most assuredly performs worse on PS2 than they were led to believe it would), and the steps that would have had to be taken to MAKE it perform better would have required a major paradigm shift that I don't see would have been a safe bet when they would have had to make those decisions (if Xbox was even on anybody's radar when the projects were being started), nor in hindsight a better option now. As to why they didn't pursue it for Xbox ALSO...? Well, no doubt it comes down to money. (Duh.) Since they developed it for PC also, they would be at least closer to a workable Xbox engine design, but how much extra development costs would it have required? Did they need to shift major programming efforts elsewhere and concentrate on content addition and refinement, but start the groundworks for new projects as opposed to another port? How much incentive was there for them to remain only with Sony?
The inner workings is probably as shady as always, but by concept? No. I can't see how ANY track record leads one to believe it a better idea.
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- Meanwhile, back to PC performance! -
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Running FFXI on a P3 900 and a GF2 (512MB RAM) is ass on toast. Running it on an AthlonXP ~1100 on a GF4MX (768MB RAM) was a bit less sluggish ass on toast, even at minimum features. Both were being run at 1024x768. I know very few PC gamers willing to go down to 800x600 anymore, and NO ONE who would remotely contemplate going lower. I can't match the proposals exactly, and would certainly get a boost from better CPU's in both cases, but it gives me an approximation of scale.
Play was sluggish--acceptable in outlands but almost unplayable in cities/crowd on the GF2, and no joy on the GF4MX. (GF3--at least the Ti500--would be a good clip above the 4MX and be a lot more acceptable, however.) This is all pretty much on the lowest quality available, which is hideously glaring on PC--and I should know. *looks at computer mournfully*
The "standards and practices" of typical gameplay between consoles and PC's are plenty different; in how we watch, in what we're willing to accept... Who knows ANY PC gamer would would remotely enjoy playing at 640x480? The option isn't even on the table. Due to the nature of the PC programming, it's also much more susceptible to slowdowns, so getting the game to an "equivalent" is a weird process. Things like aliasing and low quality textures are more obvious on a higher-res monitor close to one, whereas on a lower-quality television viewed at a distance it certainly
looks better. And when comparing games, you pretty much compare them to contemporaries on their respective platforms, not to each other, so what one finds "acceptable" on one device may be very different from another. (Most especially when you're talking about different display devices. Consider the GBA, for example, or a PDA. Or, going the other way, a movie screen. TV's and monitors don't have that kind of extreme scale of course, but there's most certainly a difference.)
So what DOES roughly equate one version to the other? The answer is "it depends." Gaming is an experience, not a measuring of pixel output. If someone is bugged by low-res textures but not resolution itself, it alters specs one way. If slowdown is of PRIMARY concern, it shifts to another. If some resolutions or FPS are just beyond consideration, it creates different considerations. If someone is less caring about the quality differences between their monitor and TV, it changes the "standards" again.
Of what I've talked about with my friend concerning the PS2 version (no personal experience, having not been in Japan for a while
) it's a great-looking PS2 game, and doesn't suffer as wild a performance hit as the PC is apt to (reflection both on their programming skill and the nature of supporting a MMORPG across all the possible components they'd want). (Seen videos as well of course, but we've all done that and have our own opinions.) All I can definitively say about the PC version of FFXI is it hits me worse than does SWG or AC2 (both of which would be lucky to ever break out of the 20's FPS-wise, at almost the lowest qualities while I'm by myself and not doing anything) and that none of them make my heart sing with joy. -_- What it does for anyone else in comparison... "It depends."