“What Does It Mean To Be A Hero?”: The Converging Throughline Of Final Fantasy 14

This post is going to contain some pretty major spoilers for every part of Final Fantasy 14 up through the start of Endwalker because I can’t talk about Shadowbringers in any degree of specificity without talking about everything that led up to some of my favorite moments. So! There will be spoilers in pretty much every paragraph, both vague and incredibly specific, so many skip this one if you’re going to play the game (see this post if you’re on the fence) and hate spoilers.

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A Self-Sustaining Writing Process Might Also Be A Runaway Writing Process

One of the most common but also most useless creativity tips I’ve even been given, given to someone else, or seen literally anywhere is “you just gotta do it!” I’m incredibly guilty of giving that one out, even if I do try to couch it in terms of building discipline and creating a routine you can rely on. It all boils down to “just do the thing!” in the end. It’s not a very good explanation and building it piecemeal via the whole “make time to write every day, and slowly challenge yourself to write more in that time or expand that time so you can create more” is a bit more helpful, but it ultimately doesn’t really do much beyond make you capable of the mechanics of the work you’re doing. Generally, you need some kind of goal or target to inform why you’re creating in the first place since just wanting to create (or to have created) isn’t always enough to push you through the difficulty of forming good creative habits. You need something that speaks to you or that creates drive within you to help you over that hump. Once you’re in the habit, though, it gets a lot easier. Discipline will carry you as long as you maintain it and maintaining it is so much easier than building it. Unfortuantely, you might wind up in a situation like me where you’re maintaining your discipline just to keep your discipline working rather than because you’re trying to make progress towards a specific goal and you wind up writing just because you are in the habit. The habit fuels itself and its own maintenance, even if the larger purpose it once served is no longer there.

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Final Fantasy 14’s Shadowbringers Expansion Brings The Storytelling To A Whole New Level

It took exactly five months, from January 1st until June 1st, but I finally cleared all of Shadowbringers. This is notable since that particular expansion seems to be widely regarded as Final Fantasy 14 at it’s best and is the first bit of game content you can’t access with a free account, almost like they know they’re sitting on gold and want you to have to pay for it. Which is fair, in my opinion. I couldn’t possibly blame them for it, but then I bought the full game the instant I hit the 3.0 expansion so I could fully invest in all the parts of the game I’d been denied up to that point, so I’m clearly not someone who is going to suggest it might be unfair for game developers to get paid for the great work they’ve done. But that’s not what this post is about. This post is about the storytelling being done by Final Fantasy 14 and how it reaches what might be it’s pinnacle in Shadowbringers and the related patch content. After all, this expansion represents a moment years in the making, tying things together that have been dangling since the early parts of A Realm Reborn. There is clearly more to come, more that is being built towards and more surprises to catch me off-guard, but that stuff all feels like the final book in a series, meant to wrap up the throughline story while Shadowbringers is the penultimate novel that brings it all together and points it at the finish line so the last book can wrap it all up. It’s an impressive bit of work and while I’ve positively crammed my days with FF14 in order to get to this point in five months, it makes it that much easier to notice everything that has been brought together.

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Burnout And The Joy(lessness) of Creation

I haven’t actually enjoyed writing these blog posts in a long time. I don’t know if I’ve ever mentioned that in any of my posts reflecting on my current burnout or creative process or whatever. I don’t really enjoy doing these. I don’t dislike writing them and I do still get a sense of satisfaction out of writing them, but I haven’t really felt the joy of writing in a while now. I’ve done it because I’ve felt the need, to help figure out what’s going on in my head, and to provide myself with a sense of satisfaction after a day largely devoid of anything resembling that. But I haven’t felt any of the joy or passion I once I did. I’ll be the first to say that it’s better to rely on discipline than passion or inspiration since discipline will never abandon you like passion and inspiration might, but I think it’s worth considering that enough discipline will also enable you to actively harm yourself if you force yourself to keep performing past the point where your body is telling you to stop. I don’t think I’m there yet, but I can’t deny that my burnout hasn’t gotten any better in months or years and that I just don’t really enjoy any of my creative pursuits anymore these days.

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After Four And A Half Months, I’m Finally Ready To Recommend Final Fantasy 14 (With Caveats!)

At this point in time (Monday the 12th of May, 2025), as I near the end of the base portion of the Shadowbringers expansion after four and a half months of playing Final Fantasy 14, I am hesistant to recommend it. You might think that odd, considering that I’ve written about the game more-or-less weekly for the entire time I’ve been playing it. Who would spend this much time on a game they didn’t like enough to recommend? Who would still be playing this game, with it’s monthly costs and life-dominating time requirements, if they’re not having a good enough time to recommend it to everyone they know? I can’t blame you for thinking that. I’ve been chewing that exact question over in my head pretty much constantly since I realized that I’ve passed the 750 hour mark with this game. How come I’m not telling everyone I know to play this game? For a long time, whenever the question of whether or not I’d recommend the game would come up, I satisfied myself with that answer that it was because I knew how much of my time this game was consuming. “I could not, in good conscience, recommend something that might take over a thousand hours of someone’s life just to mostly catch up to the modern content” is about the shape of that thought, more or less, that I’ve kicked up again and again whenever I’ve gone looking for why I’m not trying to involve all my video game friends in the game I’ve easily spend the most hours playing (thus far in my life, at least). But, as I’ve gotten further into the story and grown to appreciate it more and more–grown to love the game as a whole more and more–that answer has continued to ring hollow in a way I can’t continue to ignore.

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Creating The Mythos Of The Demigods of Daelen

We finally did it. We had our first session of the something new game I started up to replace The Magical Millennium (which remains on hiatus for the time-being) and even though two of our players couldn’t make it, we had a successful first session. I designed the campaign to be playable with as few as two player characters, so having a few people out isn’t a huge bother for me or the game I’m running. It’s still Dungeons and Dragons 5e, of course (2014 version for everything except I’m including the Weapon Mastery feature for 2024 because that feels appropriate for this collection of powerful characters), since most of my players aren’t that interested in going far afield, but I’ve done an intense bit of hacking and homebrewing to alter the basic systems to work on a different scale than the game was originally intended to run at. Most of this is just massaging numbers a bit (a thing I can do because the “Bounded Accuracy” of 5e allows me to alter the numbers in ways that have predictable outcomes), but there’s a few changes to how the rules play out, how success and failure should be interpretted, and how the mechanics of the game are designed to interact. Most of which is not stuff my players need concern themselves with since I’m the one running the show and I know how to alter everything appropriately. What my players are supposed to be concerned with is building the myth of their semi-divine character!

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Messing With Powers Beyond Your Ken In The Rotten Labyrinth

We’ve had another session of my incredibly maze-focused Dungeons and Dragons campaign, The Rotten Labyrinth and this one was a bit of a doozy. Well, from a certain perspective. Most of which I can’t actually post about because it features stuff that my players have yet to discover, chief amongst them being the ramifications of what they did in this last session. Sure, we all started with fun and games as we slowly reassembled where negotions with Steve the Goblong had been before all the sirens and the fire alarm had forced all thoughts of tabletop gaming from my mind. He safely led them through the maze, carefully pointing out that they should just follow him and not poke around other hallways that much since those paths weren’t definitely safe like his were, Which was immediately punctuated by the party finding a trap and then failing to disarm it by enough that they set it off instead, which triggered not just a normal trap, but a new secondary trap that was right next to it. They all survived thanks to some healing, but they stopped exploring other hallways after that, obediently followed Steve to the place he said there was a problem his community of Goblongs needed solved, and then wound up performing a religious ritual at an alter to a representative of the god of mazes and pathways and whatnot that this whole labyrnith had been built to worship. Once that was done and the strange tinnitus-like ringing noise had faded, Steven revealed his true movement speed as he quickly left the party behind. Which is fine for most of the party because the ones who performed the ritual can’t get lost in the labyrinth any more now that they have been magically connected to it. Like I said: it was a bit of a doozy.

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The Draw Of Greek Mythology In My “Demigods” Campaign

As I’ve slowly gotten my players working on their characters, gods, and religions for our upcoming session zero, I’ve watched as every single one of them has turned to exclusively Ancient Greek Mythology for their frame of reference. Some have even just pulled from it directly. This isn’t a criticism, mind you. Given my own familiarity with ancient Greek mythology, the touchstone of the Percy Jackson series, and the sort of cultural space that ancient Greek mythology holds in the US, it really makes sense that people would gravitate towards this as their first point of reference. A few of them are taking it further, of course, starting at an ancient Greek god or an idea inspired by an ancient Greek god and then departing from that point of commonality, but not a single one of them even went with a known Dungeons and Dragons god of any pantheon (which also includes the ancient Greek gods, I believe, but that doesn’t count). Again, I’m not super surprised this happened, but I am now left facing the problem of how to continue developing this pantheon and world without getting too caught in the various trappings of ancient Greek mythology. I mean, that’s fecund ground to work from, but there’s a little too much rape and misery for the kind of game I’m hoping to run. I want things to be taken seriously, I want threats to have meaning, and I want my players to struggle with the power balance of the world they’re in, but I don’t want to do that by relying on the horrible yet pervasive tropes present in most of ancient Greek (and Roman) mythology.

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I’m Tired and Sad, So Let’s Talk About The Legend of Zelda: Episode 34

As the last few late blog posts have probably indicated, I am still struggling. Turns out trying to find a good maintenance dose of a medication is actually a lot of putting up with changing and potentially miserable side effects. And sleepiness. Lots and lots of sleepiness. All of which means I’m just barely keeping up with the stuff I NEED to do every day, much less the stuff I don’t need to do but would like to do (such as this blog since it’s not like I’ll die if I miss a post or whatever). I’d get over it eventually, but I’m doing my best to avoid missing a post or being forced to take days off, even if it means posting in the evening and going back to edit it eventually (exact times TBD). So, to lessen the burden, and because I’m also definitely tired and sad, I’ve decided to write a little bit about the the statements Legend of Zelda games make with their stories. Or the lack thereof, since sometimes leaving something out can also be making a statement, just one that’s up to the reader/player to insert. Which, if you’ve read any of my Final Fantasy 14 posts recently, you know is a topic that’s been on my mind a lot. In my opinion, it’s better to say nothing at all than to present ideas but never say or ask anything about them, and the Legend of Zelda spent most of it’s franchise history saying very little at all. You can even go through the history of the console games and see this silence develop from a sort of incidental-to-early-video games to something masterfully orchestrated to eventually something entirely abandoned for a senseless cacophony.

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Faltering Redemption Stories In Final Fantasy 14’s Stormblood

I finally finished all of the patch content for the Stormblood expansion of Final Fantasy 14. Well, the Main Scenario Quest parts of it, anyway. There’s still plenty of quests, the raids, and who knows what else still available for me to do, but I’ve done most of the content quests (the ones that have their quest marker filled in with a plus sign on a blue background) and all of the story stuff, so I’m pretty much done with it other than slowly working through the other stuff as I have time, inclination, and enough friends online. I finished it just a couple days before my friends returned from Japan, actually, and had to slow down since I’d promised to wait to start the next expansion until they were back in the US and could get my reactions to it live. So, I’ve spent a few days noodling on the expansion as a whole and even spoke with some of my friends about it, to see what they thought. The general reaction to it seems to be pretty muted, since most people don’t seem to hate it or love it. I mean, the most common reaction was “you did the entire expansion in two weeks???”” but the second-most-common reaction was “it was fine.” More people hated it than loved it, but it really seems to have not made much of a lasting impression on people and while some of this is likely the result of how tired I am this week, I’ll admit that it is already slipping from my mind as well. It wasn’t bad and I enjoyed my time running through the plot, but it made it through the entire expansion without really making a statement about rebellion politics, reform, justice, or the particular cruelty of empire.

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