Like they do with raids? What's your point? Everything in this game can be boiled down to just following a guide. May as well turn it into a visual novel, in that case, and strip out all gameplay elements, because you can use a guide.
Printable View
When I first started playing I though FATEs were the greatest thing until I actually tried them. They're subpar when it comes to exp and even the revamped fates don't offer much. In the time it takes to farm gemstones for mats I can just go kill the mobs or farm the mats and get 3x as much. The rewards we got this time in EW are sad to say the least. We got boxes, all of Garlemald to pull from for inspiration and we got boxes....
FATEs.
Daily hunts.
Monster trains.
Materials farming.
Role-play.
Parties at the beach.
Sightseeing logs.
Screenshots.
There are things to do in the open world. That they don't appeal to those who are jaded in a "been there, done that, so I don't need to do it anymore" kind of way does not equal "[players] have very little reason to engage with the open world". The reasons are there already. Participation is optional.
I am questionable about counting these things -- as they dont really interact with the open world but more use them as a prop for their own drive (especially since three of these are more server dependent than anything else). I think what Theodoric is asking for is more open World content or more meaningful content with FATEs and Hunts than just what they are now.
EDIT: Also parties at beaches and RP are mostly also the same thing.
There are instanced dungeons and then, if i remember correctly there were a few that were pretty close to non-instanced, where anyone could enter, there wasn’t a set limit so it was essentially overworld exploration, as the places themselves had their own things to explore and weren’t hallway simulator. There were also like, what i believe to be the equivalent of at the very least trial bosses out in the overworld, which i never really saw get one shot like hunts do. I did a few with a friend and they were actually really fun and challenging as they had actual mechanics to watch out for. Eso just feels much more alive to me in comparison in the overworld at least. You not only have a vast amount of players around either getting materials or doing npc quests, but there’s numerous npc encampments, there’s random npc events where like, you may see two npc mages chatting and then teleport off somewhere.
FFXIV is not an open world game. The instanced structure should probably have clued you in to this fact.
Even in open world games, however, zones still have a finite lifespan. Elden Ring was the best open world experience that I've had in a long time, and even there you'll find that backtracking to earlier zones feels largely trivial even if there's a missed achievement or boss that you're going after for completion purposes. That's a function of the game experience - when you've 'conquered' a zone and filled in the map with waypoints, it ceases to feel dangerous (even moreso when you're able to fly). Scaling up mobs does nothing to change this feeling. I'm not really sure why Warcraft was ever mentioned as something to aspire to here, because it was pretty much built on top of the carcasses of dead zones.
They should update the challenge log with more interesting rewards other than a tiny amount of gil and some exp, always wanted more of a weekly WT for open world stuff.