With every Final Fantasy game there has always been some sort of activity to distract you, if only somewhat, from the main focus of your adventure. Over the years the Dev team has tried to introduce such systems into the world of FFXI, but have met with limited success. The lack of popularity of these "minigames" can be credited to two major factors, a lack of achievement, and a lack of immersion for the player, two aspects that are of vital importance to any game, and especially an MMO.
The game play in a a massively-multiplayer online type games is that which is driven by player interaction and immersion. And while the most recent attempts at implementing mini-games have been considerable additions to the game in their own right, they did not incorporate these basic elements.
Pankration, while somewhat involving interaction between players, left the player having little involvement throughout, other than the initiation process of taking pictures and the light customization options. Even more discouraging to the event is the fact that, for the average player, there is no real reward or reason to participate other than to distract yourself from other worthwhile things you could be accomplishing. While that is an understandable quality for a mini-game to have, Pankration failed to be a compelling enough game for it to be justifiable.
Chocobo Raising/Racing was also a widely anticipated addition to the game world. Chocobo Raising is a very immersive activity, almost dangerously so. The chocobo raising process relies heavily on player input, and players' decisions have a definite impact on the end result. However the majority of the process isolates you from other players. While it's reasonable that this should be a solo activity, during chocobo racing, where you would expect the player interaction to come more into play; It ultimately does not. Additionaly, even the concept of having your own "custom" chocobo is rewarding in itself, that reward is somewhat diminished by the fact that no one really rides chocobo much of anywhere anymore. The result is that the output of the activity isn't matching the input required to raise and maintain a worthwhile Chocobo, leaving the player with little satisfaction or motivation.
With the 99 cap swiftly approaching, and the need to redefine endgame activities, now is a great time to evaluate additions and adjustments to players' activity options. While there are small flaws in the previously mentioned activities that prevent them from possibly being thriving activities, there is one system in FFXI that is at once immersive, driven by player interaction, and provides some sense of personal achievement. This activity has had a dedicated and persistent fan base over the years and is prime for attracting new and retaining old players alike. That is Final Fantasy's "Conflict" PvP system, known better as Ballista.
While the popularity of Conflict has somewhat declined recently, it's community is very much alive, and still retains as much potential as it always had. The issues that need the be addressed aren't in the system itself, but in it's implementation. A majority of the FFXI fan base is deterred from participating in Conflict in its current state because there is no tangible reward, and thus no driving reason to do so. Over the years the player base has voiced their desire for a reward system or simply a reason to participate in an otherwise great game, but those voices seem to have fallen on deaf ears.
To the enduring gamer it would seem as if the once thriving PvP community of FFXI has been forgotten and neglected. To continue to do so would e a great disservice, not only to the loyal fans, but to the Dev team themselves, as a thriving PvP community is a major driving force in the success of many games today. Let's Face it, online game players today love to beat the crap out of each other just as much as they love to brave perils with their comrades. Some times the only thing that makes you feel better than putting down your rival is feeling like you accomplished something along the way.
While i will be making several suggestions in a follow up post, The purpose of this topic isn't to make a grand wishlist for all Ballista players. My goal is to get the people who create the game that i so love to take some serious consideration when it comes to an activity that has been long overlooked, yet can be just as potent as ever with just a little bit of polish.