I doubt it. Making a single-player action game and an MMO action game are entirely different beasts in regards to development issues/experience necessary, because making something online introduces a hoard of problems, which is why tab-target is so popular for MMOs. When even some fighting game developers don't implement rollback netcode, in a genre that's highly dependent on the online aspect, and in a genre that's just one-on-one combat, I can't really imagine SE going forward and trying to make an action-style MMO with a bunch of players fighting something simultaneously in a way that the action is actually meaningful.
Fast travel isn't the issue with FF14's open world, imo. WoW pretty much has the equivalent, it's just flight paths (or aiming your mount a direction and auto-flying), and while those aren't instant, who doesn't just alt-tab while they're waiting to arrive? You're not actually experiencing the world, it just takes more time.
The difference is that in WoW there's actually a point to doing stuff in the open world. XIV has FATEs, sure, but those are almost primarily for leveling, and there's many other/better ways to do that. When was the last time you actually had to farm a drop from an overworld enemy in XIV? That's what makes the overworld stay alive in WoW imo, it's the fact that there's drops you need from specific enemies/enemy types/areas/etc that gives people a reason, even at max level, to be killing dudes in whatever zone. The only relevant enemy drop I can think of in XIV is leather, but that comes from ventures too, everything else is just gathering jobs or things you buy with tomes, or whatever. It's just too easy for a max level character in XIV to hole up in main cities forever except for when a new MSQ patch drops, and still maintain the best gear in the game, so they don't have a reason to leave.



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