As some others have said, for me, it is the scale of the world that does it. Vanadiel is a very large world, especially considering when the game was made. Although I agree that some missions and quests are a bit extreme on the legwork stuff, I think it's important that when you have a large world, the players should get a real feel of how big it is. The screen fading out and fading back in at the destination doesn't really give any real sense of what sort of distances are involved, it just makes the world feel small. A lot of work was put into some of the areas in this game, and I think it would be a shame for all that stuff to be lost on the majority of the players, and I think the developers deserve that we actually experience most of what they spent so much time creating. Over the years, there have been many reasons to explore the game other than *just* seeing scenery. There used to be a lot of NMs in remote areas, there used to be a lot more minor quests with relevant rewards, there used to be areas you went to just to gain experience, then there was also areas you went to, or went through to complete the main storylines. Nowadays, there's almost no reasons to go to most of these areas, except the missions. They're kind of the only incentive left that makes new players go out and look around.
Again, I'll agree that some quests and missions are a bit too heavy on the walking, but there is sort of a recurring theme in this game that you first get your patience tested and then rewarded if you put up with it. I didn't like climbing parradamo tor when the game made me do it, but when i finally got to the top and saw the sunset from there, i actually felt that it was worth the trouble. It is sort of like if you are mountain hiking. Walking up the steep hills and getting exhausted isn't really "fun", at least not to me, however, the feeling when you are standing at the top of the mountain and are finally done with the hard part, that really does feel great. Of course, doing it in a game isn't really near how it feels in real life, but I think the game tries to capture at least a tiny bit of the same feeling. It felt special because it's not something you can just experience whenever you want to, as you can't (or couldn't, at least) just teleport there instantly anytime you felt like seeing it. If you wanted to see it, you had to take your time and walk up there. There's a lot of places like that in the game, and it's one of the things, I think, that sets (or used to set) the game apart from a lot of other MMOs, for better or for worse.
Like you said, it's not always "fun", as in it will make you feel great the entire time while doing it. It's more like an investment. Not all people like that sort of thing, but some do, and I have a feeling that many of the players that stuck with FFXI through all of these years are fine with this model. It's not for everyone, but it is for some people. Not all games cater to the same audience, just like not all movies cater to the same audience. If the naked gun 1 wasn't your cup of tea, you probably shouldn't try the two sequels, right? Your preferred sort of entertainment isn't wrong just because it's something that most others don't like, but that doesn't mean your flavor is "bad", as this is a subjective thing entirely.
Hope I made at least a bit of sense up there.



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