Yes, a level system can be designed to still facilitate cooperative play across level ranges, although I think there are better progression systems out there if promoting cooperation is the goal.
I don't have experience with 11, but this used to be more common in 14 and is still common in the hunt scene and there is a noticeable problem in that the high level players are too strong against low level enemies. A low level player can enlist a high level player for help, but that often ends up in the low level player doing nothing while their quest objective is melted away just because the high level player looked in its general direction. This is great for mindless speedrunning, but less fun if you actually want to engage in the game. Maybe 11 had some solution, I wouldn't know, but 14 would be vulnerable to this problem.When an area has a wide range of levels it enables looping progression that essentially has players return to areas multiple times at different stages of the game. Enemy stat growth per level in FFXI was probably it's largest incentive to party up for content at higher levels, Having looping progression to get higher level players routinely returning to even early game areas made it easier for lower level players to get help if needed.
My ideal solution would be to just get levels out of the way, though I guess you could perhaps keep the leveling system and reduce the power gap from 1 to max.
There is definitely merit to this idea, not to mention that a significant portion of the game (the MSQ) pushes you away from parties (solo duties).You could argue that FFXIV's social aspects have suffered immensely due to how easy an overwhelming majority of the game is paired with it's extremely linear design.
Things like this would be interesting to see. A huge issue with 14 is that the overworld just doesn't matter.



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