One of the best things about FFXI that blows XIV away is simply the game world. Vana'diel Dominates Eorzea in nearly every single aspect. Eorzea is this static shallow dead lifeless world where nothing ever happens and nothing players do matters. You can see this on so many fronts from Fates to the story. The world never changes or evolves. Take the Naadam segment of the MSQ as an example. The Azim Steppe is exactly the same when you leave as it was when you first arrived. Despite all your actions and influence “apparently” causing a big shift to the balance of power between factions. But nope nothing changes it’s exactly the same as it was when you first went there. The world is nearly always empty when you traverse it because the open world is dead and lifeless even its monsters are jokes hence the very term “trash mobs”
Compare that to Vana’diel in XI where the world is a living breathing dynamic ever-changing and virtually every action players took had some real impact on the world. Even that new level 1 player stepping outside of San d'Oria and killing an orc for the first time had a real impact on the game world and the balance of power. The same is true if that same player stepped out and got killed by the orc. It’d have an impact on the balance of power.
This balance of power impacted many things including the
economy, transport options and vendor merchants Whose wares and stocks would change based on who had control of certain regions which would in turn impact prices.
Then you had travel options like airships and stuff that all happen in real-time. You could jump on an airship in Bastok and go up on deck and see it flying over the Konschtat Highlands. And at that same moment a player in the Highlands could look up into the sky and see that airship flying overhead. Small details but made the world feel connected and alive.
Another comparison between the worlds is just variety. Eorzea. Basically, every zone is just a big bland open space with a slightly different colour pallete. However, in Vana'diel every zone was vastly different and many of them had unique mechanics and elements that helped bring them to life. You had outdoor zones, indoor zones, sky zones, sea zones, underground tunnel zones.. all with different mechanics and puzzles. Some Examples include The Toraimarai Canal with its 3 Mage gate requiring a white balck and red mage to work together to open or a Moon Orb. Ifrits Cauldron where you could use ice clusters to douse the flames and open paths, The Garleige Citadel with its gate breeches needing people to stand on platforms to open gates, The Eldieme Necropolis with its gate switches, Sea serpents grotto with its underground caves and hidden doors. The quicksand caves with its weighted platforms. 1 Galka or 3 Taru to weigh it down and open the door. The Sacrarium with its maze that changed every game day even if you were in the middle of it you would see the walls moving around you. You could even run around inside a giant tree. Or go mining in actual mines. Not to mention all the castles and towers you could explore. So much more varied and diverse than Eorzea where every single zone is just a big open mostly empty space.
You also big events like like besieged and campaigns that impacted the game world based on outcomes. Beasties invaded Aht Urhgan you might find the chocobo npc has been kidnapped and you can’t hire a chocobo or use the runic portal to teleport because they took the Astral ccandescance when they invaded and players would need to go and get it back and rescue the kidnapped npcs.
Or you could simply catch a ferry and find yourself being randomly attacked and boarded by pirates. There were so many of these things that helped bring the world to life. And to add to that just players.. in Vana’diel you never knew what you’d see the next time you ran through a zone, you might see nothing, you might see players EXP farming, you might see players doing a mission or quest boss, or hunting / killing a NM or ZNM, WSNM doing skill up parties or any number of things.
Then there are monsters. Eorzea is dull and boring and there’s no danger or peril. You can run past monsters 20 levels higher than you and not bat an eyelid because in 3 steps they’ll stop chasing you. And mobs are considered trash because they’re so weak and puny players literally just round them up by the dozens and aoe them all down without breaking a sweat. and every single boss in Eorzea is exactly the same. Same skills in the same sequence following the exact saem rotation against yet another boss with exactly the same weaknesses and strengths as every other boss, doing the same attacks at the same time in every single fight scripted to death boring and predictable. Which again leads to many of the games problems.
In Vana’diel virtually every single monster can and would rip not just you but your whole party to shreds if you weren’t careful. They actually felt like monsters and they all felt different to fight.
It amazes me how Vana’diel was a world created around 25 years ago on what is now incredibly dated code and hardware technology yet is so much deeper, more complex and actually alive than what they created with Eorzea. Where the world is shallow dead and lifeless and nothing you do matters which is a big part of why the game feels so boring. Especially when combined with the fact that’s it’s often harder to lose a fight than it is to win it.