Thank Altana for this post. I was about to write a big wall post in my sheer frustration at people trying to rewrite history with ignorance on the subject by people who either weren't there or who didn't pay attention to either game enough.Can't believe I'm letting myself get sucked into this discussion, but-
There's probably some truth to XIV 1.0 failing due to trying to emulate some elements from XI, but in my humble opinion, that was far from the cause of the downfall of XIV 1.0. Yes, I see the documentary, I see what they're saying, and it is a sound explanation, but I can't help but feel like that's not the whole story either.
As someone who has played XIV from the start of 1.0 and spent time playing XI prior: there were actually very little similarities I could find between XI and XIV; I remember initially being disappointed by that realization. The only few things I recall of XIV 1.0 seemingly carrying over from XI were the races being basically spiritual successors of XI's (down to having no playable maleMithrasMiqote or playable femaleGalkasRoegadyns), most of the same crafting classes (bonecraft seemingly got replaced by armorer), some monsters being updated models of XI's and... Really, that was all I saw...
I don't ever really recall anybody complaining about the game "trying to emulate" FFXI. Heck, there were no classic "jobs" to speak of that the franchise was known for until Yoshi-P took the reins. For the longest time there were no mounts, not even chocobos for the players. XIV 1.0 even tried to go out of its way to do a physical level for characters separate from each level of their classes. They were trying to flaunt Guildleves the same way they flaunted FATEs for ARR's release.
As far as I could tell, the actual criticisms I saw of XIV 1.0 were nothing that was borrowed from XI. The most prevalent complaints that I recall were as follows:
- The experience fatigue system to slow players' leveling speed if they were leveling a class "too fast/long without taking a break" in some misguided attempt at keeping "no-lifers" from pulling too far ahead of casuals.
- Leveling your physical and class levels were clunky.
- The equipment repair system was awful and required you to not only have the proper crafting class leveled to repair the gear, but carry throw-away mats specific to each type of gear (type of cloth, leather, ore, etc.) just to repair. And the NPCs to repair gear for you initially didn't even take it to 100%.
- "Copy-Paste" terrain.
- How graphics-intensive the game was and how hard it was for many computers to handle it.
- The Black Shroud.
- Big open zones full of nothing.
- There were quite a few monsters that were placed in areas that were way too high a level than they deserved to be, like a level 50 monster that could be dragged to the main city gates that would linger until somebody high enough would stop by and rid the newbies of it's presence. Some moderately-high monsters were placed in areas that would frequently see lower-level player traffic that could actually block passage (think about those high level Eureka mobs that are blocking your path and won't go away).
- I mentioned no mounts, right? Don't think we got the chocobo for quite some time.
- No Auction House/Market Boards/item Search Functions. If you wanted to sell something, you literally placed your retainers in wards that players had to physically visit and examine random retainers hoping to find the item they want being sold. Wards even had a cap on how many retainers could be placed inside. If all wards were filled, you couldn't sell anything via retainers. A search function was added after Yoshi-P took over, but it was still clunky and had limited ward space.
- There was no endgame for some time after launch. There were a handful of initial "Notorious Monsters" you could kill in a group for crafting mats, but I think you could count on one hand how many there were.
- The crafting system seemed... "Upside-down." For example, starting out you could craft some armor and equipment... But the raw mats (like thread, ingots and cloth) were for some reason a higher craft level than the armor you could actually make with it.
Oh, Archers were limited by ammo, of course. And starting out I don't think stacks of items even went up to 99...And that's only just what I recall right now; I know there was more. If you ask me, the game failed more because it was a glorified beta test/ incomplete game that they thought they could just patch the problems away eventually and a mish-mash of half-baked ideas, not because they decided they could emulate XI and have instant-success. Heck, I think if they even put effort into emulating even some things that worked for XI I'm willing to bet less people would have ragged on it.
FFXI has absolutely nothing to do with why FFXIV failed because it didn't even appeal to FFXI fans. It doesn't even matter what SE says at this point cause SE has said a lot of things regarding FFXIV 1.0, but what we do know is people still pay for FFXI to this day but didn't want to pay for FFXIV 1.0.