This reminds me of a suggestion I had sent to SquareEnix a while ago. At the time my biggest complaint with the game was the lack of any type of class structure, which has been remedied by the inclusion of the Jobs to FFXIV. Having an actual role in the game would make players feel unique and wanted, since they specialize in something specific. Every class in FFXI has a role and a purpose, and I thought FFXIV was missing this very essential aspect of play. But I'll continue with what I wrote back then.
The Chart
http://i41.tinypic.com/jadfti.jpg
The Description
So now that you have seen the basic idea I'll try and explain how it all works so you can make sense of it. Lets begin with Onion Knight (or Freelancer), which is the job that every new player starts at. Currently players can choose any job (including the crafting and harvesting jobs) to start as, however going through the tutorial as a crafting or harvesting job can leave a bad first impression of FFXIV. Having the same base starting job for everyone would also make it feel like a throw back to FFXI, which a lot of people would value especially if they were FFXI players. As you may have noticed the Onion Knight levels from 1 to 5 which acts as the intro into FFXIV, such as the story, your first guild leve, and other such things. After you reach level 5 then you're able to branch off into Fighter, Mage, and Scout, so let me explain how that works.
The three jobs (Fighter, Mage, and Scout) last from 5 to 15, which are used to show you the basics of each of the gameplay styles. As a Fighter you should get tank style gameplay, as a Mage you should get elemental damage and beneficial spell gameplay, and as a Scout you should get support and damage gameplay. Once a player reaches level 15 though, things really start to open up.
At level 15 you begin to specialize and expand upon your new found abilities. If you level Fighter, Mage, and Scout all to level 15, then you unlock Warrior, Monk, Black Mage, Red Mage, White Mage, Thief, and Ranger. These seven classes are able to level all the way to the level cap of 50, so if a player wants to specialize in being a Monk they can. For those players that want to have more advanced abilities that expand upon the basic seven jobs can unlock advanced jobs that begin at level 30. These advanced jobs retain some of the abilities and spells from the seven basic jobs, and build upon the experience and knowledge that is already in place there.
The Explanation
So how does this system work? Well, lets take a look back at FFXI to see how it compares to this proposed system. In FFXI you would level Warrior to 18, do the subjob quest, then level up Monk/Warrior to 15, then level Warrior/Monk to 30, and finally do the job quest for Paladin which would start you all the way back at level 1. Why is returning to level 1 necessary? You have more than enough experience as a Warrior to know how it works, so all you would have to learn is the Paladin side of things.
In my proposed system, the player is brought through the basics of how the job types work and how they can advance into more specialized jobs. So how would a usual progression work with my system? Well I start playing FFXIV, I'm an Onion Knight, and I'm really enjoying the magic casting. Once I reach level 5 I'll take up the Mage job and focus on Magic. I've reached level 15 now and Magic is certainly what I want to focus on, but now I'm given a choice to specialize in Black Mage, Red Mage, or White Mage. I think I enjoy healing so I'll start leveling up White Mage, thus I begin to level up White Mage. As I reach level 30 I'm enticed by Summoner, but I decide I'll pursue that later and continue leveling White Mage to 50.
So why is this a good idea? Well it helps everyone out including the developers, the designers, and the players. First off it helps the developers and designers because for the advanced jobs you only have to worry about balancing the last 20 levels instead of a full 50 levels. Secondly, the players can stay in the fun parts of the game instead of continually being stuck in lower levels.
I do want to point out that spells and abilities won't be useable across jobs, and there won't be any subjobs. What really needs to be done is remove subjobs from the equation and make complete jobs from the start. Having subjobs will always create unbalanced combinations, and I think removing them will give us richer jobs with unique ablities and better experiences through the game. My suggestion is somewhat similar to subjobs, except it's controlled. Because it's so similar to a concept we're already familiar with, it would make sense for you to use along with the already familiar race styles. We won't have RDM/NIN or other similar crazy combinations with the system, but still have a feel of progression while sustaining unique qualities.
For example, in FFXI Warrior was the subjob of choice as a Paladin because of Taunt, and it works the same here. The abilities that Warrior obtains from levels 1 to 30 are the base that Paladin builds upon, which means Warrior acts like a type of subjob. The point is, it lets players play the job they want, without having to worry about subjob harassment and other such things from elitest players. Again I really think anything is possible if you had the chance to redesign all of the jobs any way you see fit, which is exactly what can be done in FFXIV.
