XI basically mandated social and helpful players - because if you were a grump or a loner, nobody'd help you, and then you could basically forget about the game because you weren't getting anywhere by yourself. Ever.
However, the point trying to be made by the post was that these really cool forced cooperation areas suffer these days because so much content has stacked onto the game that nobody will go to them anymore. When me and my boyfriend were trying to get into XI, it was practically a ghost town. All the players were off in high level content. If we wanted to do any of that cool stuff, we'd need to have somehow gotten players to come back there and join us - which wasn't going to even start happening anytime soon because first we'd have to find some.
XI had some cool stuff and I'd love to see it, but mandatory-high-playerbase mechanisms suffer when that playerbase moves into other content. At the least, with Duty Roulette rewarding players with endgame-valued rewards for doing 'weaker' content, there's a reason to return, but that still requires putting stuff like that into instances, which isn't the open-world the OP wants.



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