Not going to answer directly to that person who got super offended I wanted the game's overworld to feel less like a glorified uninteresting oversized lobby room, but I just want to clarify when I said "no teleporting everywhere" I meant I actually prefer when games impose a more rigid restriction on where and when you can.
I actually thought the Anima system people oh so hated was nice. The time it took to recharge was too long but I legit think anima + gil should have been the way to go. It would encourage players to use their teleportation wisely and still push for better map design/overworld content since maps would be important beyond MSQ theatre stage. "Oh no muh Porta Praetoria" - Use your anima. "Oh I'm in Gridania and I need to go to Limsa" - Use the freaking airship that's 20 seconds away from where you are.
Furthermore the critical paths in XIV's silly overworld aren't that long.
Some of the arguments against this miss the point completely, because the overworld being designed the way it's been since Heavensward is a consequence of how traveling works in XIV since then. ARR zones are a lot more filled with points of interest, lore to see or to read, NPCs, etc because flying wasn't a thing then.
Maps are oversized, barren and with a huge lack of verticality in 3.0+ onwards with like 2 exceptions because they know players will have flying real soon and not explore anything after except for FATE clearing.
When a game is designed around traveling back and forth by ground/limited teleporting more content is expected to be in the overworld.
The "themepark" analogy works perfectly for XIV's map design because most of the time you're basically having short guided tours from point A to B. And for that approach convenience is all that matters.
TBH I never played XI. It's legally impossible for me (thanks SE...)
It sounds like a game I would enjoy a lot more than XIV though.



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