On this note, I'd like to point out that it's the other way around - games aren't as "open world" as they once were with the removal of the overworld map. They've actually become quite a bit more linear, to the point that newer Final Fantasy titles (with the exception of this one, and maybe XV which I've not and have no intention of playing) feel more like "cutscene coasters" in comparison to the older titles. (Follow the arrow, cutscene(s), follow the arrow, cutscene(s), etc., with fights sprinkled in between.)
MMOs give you more freedom, sure, but the story-heavy nature of this game means you have to follow a similar paradigm - even if you're given more freedom to do other things in the meantime, the story is still absolutely linear. JRPGs are in general, but the removal of overworld maps just emphasized that point. Whether the reason they were removed was due to cost I couldn't say, but being cynical and focused on the bottom line, that's what I'm inclined to believe.
MMOs in general give you a bit more freedom in how you explore, but there's still a limit to how far you can go, as unlike a non-MMO the whole world isn't charted and developed. IX, for instance, lets you roam across the whole world as soon as you get access to the Blue Narciss - sure you can't land everywhere, but the whole map is there to chart (at least). That's simply not the case here - there's a lot of regions that exist in the world (the New World, Ilsabard, Meracydia) that could be visited with an airship, but haven't been developed.
... and sure, you could do a X-esque "airship" mode that takes you to a given Save Point (Aetheryte), but what would be the practical difference between that and just teleporting?
Again, I'd like controllable airships with an old-school overworld, but this kind of game simply can't have one until the very end of its life cycle after everywhere's been developed... and even if it makes it to that point, might not be worth the cost.



Reply With Quote


