
Originally Posted by
Vyrerus
How to tell me you never read or played the FFXI stories without telling me you never read or played the FFXI stories (or maybe weren't paying attention at all because of no voice acting).
Each story in FFXI is written in a way that makes the adventurer very important, without pedestaling them. At least in each of their beginnings. By the end of each and every storyline in FFXI, the adventurer's heroism is acknowledged, and in about half of the storylines, they are pedestaled as a big damn hero.
They are least acknowledged within Rise of The Zilart, and that was the first expansion, and its storytelling is mostly done at the very beginning and the very end of its run. The NPC companions can't beat Kamlanaut, Ealdnarche, nor the Ark Angels without the Adventurer. Though there's no real NPC fight integration either.
In Chains of Promathia, Prishe is a super important character and gets a lot of screen time, but CoP revolves around the adventurer and an ensemble cast. The adventurer winds up being the only other person aside from Prishe and Selh'teus who can resist Promathia's psychic influence to rejoin with his being, thereby allowing them to fight him. The adventurer is so important to the plot in CoP, that towards the end, some of the cast gets the idea that if the adventurer is killed, then the problems will resolve after the Lights of the Mothercrystals return with his soul to Al'taieu's crystal.
In Treasures of Aht Urhgan, the Adventurer rises through the mercenary ranks and through their exploits, becames entangled with the empress herself, becoming her personal bodyguard, and being so beloved by her, that she claims them as her, "Eternal Mercenary." The adventurerer also plays double agent for the Middle Lands nations, andperforms some small feats of espionage. In the end, they are the one who puts down Alexander, and stops the Grand Vizier's ambition. This is undercut by the comedic genius of the mercenary company leader still treating the adventurer like a simple lacky, though if you pay attention, this is little just tsundere merc leader refusing to acknowledge open affection.
In Wings of the Goddess the Adventurer is revealed to come from a timeline chosen by the Goddess to be the right and proper ending to the Crystal War, whereas in the natural timeline, the Allied Forces lose. The Adventurer, along with Lilisette, are the Wings of the Goddess, and when Lilisette is undone by temporal paradox and Atomos from Lilith's schemes, the adventurer is all that can bring her back and stop Lilith.
In Seekers of Adoulin, the Adventurer has gone to the Sacred City of Adoulin on the wild and untamed and still mostly unexplored continent of Ulbuka, where the general population are forbidden from leaving the city. They become entangled with the Princess of Adoulin, Arciela, and become her right hand man and go-to guy, earning a place at the leadership council between the twelve orders of Adoulin. The spirit of the forest speaks to and through them, and such high trust in this stranger becomes a point of contention in this politically charged expansion. The Adventurer goes on to slay the Naakuals and plumb the depths of The Serpentine Labyrinth of Ra'Kaznar. They rescue Arciela several times, and are tasked with one impossible feat after the next, while Arciela researches crucial lore relating to the special dagger left to her by King August. Together they put an end to Hades, something not even the Founder King was able to do, though he does appear in spirit...
Rhapsodies of Vana'diel is an attempted coiling together of all these disparate storylines, and by the end it is a 14 year love letter from the development team to the veterans of FFXI, to the adventurer. In this expansion the adventurer becomes a god of light temporarily, in order to try and stop The Cloud of Darkness.
Beyond that is The Voracious Resurgence, which attempts to have you come in contact with every side character that Rhapsodies and the other storylines did not/barely did. During the course of this storyline, the Adventurer becomes the only other mortal besides the Gloom Phantom, to be able to wield Prime Weapons, thus allowing them fight and kill Chaos alongside the god Odin.
And back, even in the base original game of FFXI, when it was just The Shadowlord and The Beastmen, the Adventurer rises through the ranks of their chosen nation, eventually teaming up with adventurers from other nations, and together with a mere five other adventurers, they stop The Shadowlord after his brief resurrection, earning them hero status, acknowledged on a national level.
It's not the same at all. It's not even close to being the same.