I'll agree with others that the game hasn't necessarily never innovated, though I feel like it can already be understood pragmatically that there's a silent "significantly" in there, and can see why most examples wouldn't be included in that.
For instance, I could see how...
- the extension of FATEs into Critical Encounters might not quite seem enough to be "innovative", whereas something like instead doing away with FATEs in favor of a more generally dynamic world (using various systems) of intertwined parts atop random horde spawns (say, often influenced by HUNT monsters) would;
- the near-removal of Enmity as a system in order to streamline it might not seem "innovative", whereas making it no longer merely bimodal switch that exists just to determine who gets Auto-attacked (and maybe to take some special attacks) and thereby instead using it to "sandbox" certain fights so that one can put more or less of the boss's focus onto the tank (and said tank wants neither too much nor too little relative Enmity for a certain approach to the fight) would; or
- small toolkit debloats on the basis that content won't use it anyways, even if appreciated in that circumstance, wouldn't be "innovative", whereas revitalizing those parts to fit a large-scale revamping of how mobs work (and of boss sub-units or conditionals to similar effect) that'd allow those skills interesting use would be; etc.
I think a lot of the negativity comes from simply looking at a given problem, finding the most obvious few ways to deal with the problem (e.g., "remove them" vs. "make them relevant then" / "improve the system behind them so they're not a bottleneck" / "add enough so that they aren't simply enjoyable but outlying oddities") and usually finding that it's only the least interesting, least forward-looking, least interconnected, least ambitious, least "innovative" approach that gets taken.
None of that is to say we can innovate on everything or all the time, or we'd have no dev time left for the content they already know to be enjoyable enough to enough players to be a fairly safe bet. But one would expect to see at least a few more ambitious and interconnected solutions than we've seen by now, especially given what was said about 7.0 before its release.
Granted, given that any more ambitious project could as easily be for the worse to many, I'm curious what a theoretically "good" example of innovation would even look like to most here.
Will try to give my own $0.02 on edit or in a later post as not to request something I haven't given myself.


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