Trying To Take My Time In Final Fantasy 14

Over the weekend, after about six or so weeks away from doing any kind of Main Scenario Quest progression in Final Fantasy 14, I’m back at it again. For the first time in my seven and a half months of playing the game, it ACTUALLY feels like I’ve been away for a while when I meet back up with the main cast of NPCs and they all remark on how well I look like I’m doing (and I look GREAT, btw, since my main glams all got updated renders in the latest patch) and how nice it is to meet up again after all this time. Generally speaking, there’s usually at least a few months between an expansion and each of its patch updates, so people playing the game as it came out got to experience the passage of time that the game softly implies–albeit usually a truncated version given the way people talk about finally seeing each other again (the game’s actual timeline is incredibly unclear, but I’d guess it’s maybe a fifth of the real-world passage of time if I had to suggest something). When you play through almost the entire main story arc of the game that exists today, you don’t really get the same breaks and breathing space that the game was (eventually) written to reference. It was interesting to see the way they went from tightly-spaced events with a degree of implied continuity that mmade it feet like there wasn’t much time between each major event to events spread out by gaps the characters suggest were significant when they reconvene. They took the nebulousness of in-game time and went from ignoring it–which implied not much time passed at all–to doing enough soft framing around the start of each expansion and certain patches that it implied a moderate passage of time. Perhaps most notably, this was a major component of Endwalker’s conclusion and, given my own feelings at the time, it felt like it would be doing myself and the game a disservice to once more dive into the plot immediately.

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