Originally Posted by
Sorel
(...)And this is what this thread touches upon. The lack of variety in zones, the monster distribution, the Anima System, the Guildleve System, etc ... may not be directly responsible for the lack of psychological progression, but they each contribute.
Why does the least dangerous part of a region look identical to the most dangerous part?
Why do the most dangerous monsters in the game live in the same region as a beginning city?
Why can I be teleported to an Aetheryte I've never visited?
Why are the highest ranked quests in the game in beginning cities?
If the empirical progression doesn't place at least some demand for adjusting a players interaction with their world (even as little as seeing a different part of it), that players psychological progression throughout the game will be anemic at best. They will get bored quickly, because they are not required to see or do or fight anything differently from one week to the next ... or from one month to the next.(...)