I was referring to Pokemon, fourth-highest selling video game franchise, the largest intellectual property in the world. And undeniably part of the RPG genre, so like... any discussion of what, in a general sense, makes a good RPG should probably look at that because the money says that's the one to beat.
As far as changing FFXI's gameplay though... I mean, what we have now is good, yeah. I wouldn't want to see a version without skillchains and magic bursts - arguably I'd say they should be made more enticing to players in a remake. Bosses telegraphing their moves more wouldn't make the game easier so much as make it more playable. Gear swapping, which is at the heart of how we play FFXI now, is integral to the player experience but not to the play experience - a good remake would let you map sets of gear to specific weaponskills, job abilities, and actions and just swap in automatically without needing to concentrate on hitting the right macros at the right time (I still remember back in the day when I would hit, no word of a lie, ten macros to use a blood pact - that's not nearly as fun as just building the set and having it ready when you need it.)
Quests and missions... those need a lot of work. I know Mindartia better than I know the county I physically live in, but I'd never figure out what half of the older ones want without a guide. If that's the kind of challenge some old-timers want, that's fine, but for everyone else there should be some kind of help system available without having to rely on our crumbling wiki infrastructure.
Changes that make gameplay feel more active might not be a bad thing. Maybe a risk/reward tradeoff where you can turn off normal auto-attacks in favor of some kind of timing challenge to get -30% to +30% damage and/or TP - or maybe even trade damage for TP gain depending on if you hit early or late. Even in something that's designed around being "turn-based" it sometimes feels like there's not enough time to stop and think about what you're doing anyway (if it's not on a macro it's not an option) so why pretend it's a slow-paced game?
Zones absolutely need to stay the same or even be expanded - yes, there is a lot of open area that isn't "useful", but that makes Vana'diel feel like a world. I'm still finding new places and sights that I just never really noticed before; something that rewards sight-seeing might actually be a nice addition. If this is the point you're getting at with the "theme park" point, yeah, I whole-heartedly agree. Misareaux Coast is redundant, Sanctuary of Zi'tah is mostly wasted space, and we like the world because it has places like that, not in spite of it. What was it, Final Fantasy XIII that people tore to utter shreds for being a series of linear corridors? Nobody wants that. Even outside Final Fantasy, looking at Pokemon as a very successful example... the most recent games went open-world and that's like the one thing fans really like about them, after the painfully linear previous generation. Exploration is a good option to have. Let the players worry about how to most efficiently ignore all that lovely terrain, don't just bin it preemptively.
I think I might actually like to see FFXI get the A Realm Reborn treatment, now that I think of it: Our Vana'diel is already an alternate bubble reality anyway, why not give FFXI Remake players a different version to play in, where... I don't know, Bahamut scourged the land or the Shadow Lord was never defeated or any of the other disasters that were averted in this timeline happened, and then after some time in that version of the world they get to visit the one we have now, recreated in most of its glory? That would make a great excuse to purge some content that nobody will miss - there are so, so many old quests that nobody will ever do because not even the scraps of story they can provide - if any - are worth the trouble. Maybe you start the player off with a narrow job selection - one or two - and the original six are unlocked on the first visit to preserved Vana'diel.
Sorry, I'm all over the place here, but I'm honestly not sure what I'm supposed to be focusing on here to provide a counterpoint to the whole... thing... that has been the discussion so far. Very "too long didn't read" and the debate has been boiled down to just a couple of talking points. I think my point was supposed to be that there's a lot of room to simplify and adapt things without losing the essence of the game, and there are definitely ways it can be made easier for new players to get into without making it boring for returning players. If we want a remaster or remake to have a chance, it absolutely can not appeal to just the FFXI veterans, we need new blood in the game both to justify investment in a new version and... well just in general, honestly.

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