
Originally Posted by
Kitru
One of the things that I love about ARR is that the developers realized that the illusion of choice has no real practical advantage (other than allowing those people that pride themselves upon being deviants from normalcy and explicitly choose non-standard builds, even if they *do* perform in a suboptimal way), as do so very many other artifacts of historical MMO models.
I've seen people complain all the time about how there is barely any deviation from a character of one class to the next (the only variation is choice of CC abilities and, in most cases, the illusion of choice still exists because it's obvious to anyone that there's a specific suite you're supposed to use or that you can choose whatever you want but it won't mean anything), but I applaud the devs for doing so, not because I enjoy having fewer choices (as a power gamer, even if there are 20 options, my inclination towards building a character that is as effective as possible breaks it down to 1 or 2; the only thing that additional options represent are the *potential* for supplanting a previous option as the new optimal selection, as opposed to real choice), but because the devs realized that giving players a massive slew of choices is simply hiding the effective/intended/balanced playstyle amidst a suffocating horde of suboptimal options (with the very occasional completely unintended choice that ends up being way more powerful than expected, which pretty much always gets nerfed into oblivion anyways).
The devs applied this central concept to absolutely everything about the game: cut out the chaff, only presenting *real* options, and make those options as high quality as possible. Each class only gets one weapon type (WAR gets axe, PLD gets sword/shield, MNK gets gloves, etc.), which deviates from the two traditional models wherein characters either get a multitude of different weapon types that are all effectively identical (such as in WoW) or they get a multitude of options in which there is one that is, quite obviously, the intended choice that is explicitly better for that class than any other (FFXI). The devs realized that the choice either didn't matter or was made for the player ahead of time, so they just said screw it.
The model allows them to focus upon the quality of the abilities that they *do* present, both in usability as well as balance. You might complain that every WAR in ARR is effectively the same but have you actually asked yourself whether it's more fun to play this iteration of WAR than it is to play others (for me, that answer is a resounding "yes", as it is with pretty much all of the jobs)?
People get hung up on whether or not they have a lot of options to choose from when, if you think about it, there's really no reason to (unless you're the type of person that believes that choice explicitly exists to either allow a sufficiently skilled player to break a system or to penalize anyone who *doesn't* have sufficient skill, which is a pretty toxic mentality in a social environment) because quantity of choice comes at the explicit cost of quality of choice (yes, game development is a zero sum system; if you focus development effort on one aspect it has to come from another; the only time this changes is when your boss actually decides to increase your budget, which doesn't really happen).