This is what makes me regret never coming back to FFXIV 1.0, and what gives me fond memories of FFXI and heck, even Vanilla WoW. The games felt like they wanted to present a world first and a game second. You felt invested in your character and felt part of the world, with real dangers and adventure. Now-a-days it's all about dishing content at you one plate at a time forgetting that there is also the roleplaying part of an MMORPG. Just look how ignored the open world is and everything else is sectioned off into instances, nice little walled off content packs for you to consume. Even the storyline feels separate from the actual world, and one of the points I'll give to WoW for doing, where rather than having a "main story" that progresses through the game, they had multiple stories in each zone that explained the lore of what was going on around the world, intertwining into a overall meta story (in vanilla, the recovery of the world after WCIII, and the tensions between the two factions). This made quests more interesting (rather than XIV's boring fetch quests), and allowed Blizzard to make locations more varied and interesting.
For example, the zone Duskwood had a questline explain why a section of the zone had worgen (werewolf types), and it turned out a npc hiding in an abandoned town accidentally unleashed them after finding a relic of the Night Elves (a race that mostly inhabits the other side of the world). There was also a questline that had you uncover a evil mage, and in it's climax caused a wandering highlevel NPC to path from the bottom of the zone, to the town (killing any sad low-level who got in it's way) causing a fight between the nightguard and the monster (Stitches).
I could see FATEs kinda being that, but why not incorporate them into the questlines and build up to the climax (fate style boss), than just POOF, here is some reason why they are here, go kill with 40 people. Heck, some FATEs don't even have a reason why they are there!
Sorry got a bit ranty there.



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