I recently found an AMAZING website that analyzes some of my favorite games, and a short paragraph essentially points out what I always find to be a real drag on MMO's.
"The problem is that the cumulative effect of mastery is palpable even in a mediocre action game, whereas the cumulative acquisition of simulated skills can easily come off as boring. In the case of mastery, every twitch of the thumbs causes the player's brain to recall all the skills that went into the action they are performing now. In a mediocre RPG, however,
a player replaces all of their gear with gear from the next shop. And then they replace all of that gear with treasure found in the last or second-to-last dungeon. This is the worst kind of linearity. Because the best gear (or most of it) in this circumstance is simply plopped in front of the player, their impression of the game will suffer, in retrospect. For one thing, the game is too easy;
it's just a series of inflating stats that are placed, unavoidably, in the way of the player's party. For another thing, what is the player going to remember about their agency in the game? That they pressed "A" at all the right times? They didn't have to be clever, or curious, or work for their skills and gear. That can be really disappointing."
And then shortly after provides something that I knew I loved, I was just never focused enough on the problem or solution to put it together.
"Of course, in FF6 there is no real second-to-last stop to provide this gear. If there were such a dungeon, it would destroy pacing of the second half of the game to have one dungeon filled to the brim with enough gear to deck twelve characters out. Why would the player go anywhere else, when they can simply do that one dungeon to get all the gear they need?
Instead what you see is a division of permanently useful gear into a number of dungeons, starting even before the retrieval of the airship."
In FFXIV, the devs release content, one after another (duh), but each time releasing new gear that practically removes the reason to spend time on getting the old. Why should I spend weeks on end (my unfortunate history with Ifrit) doing the Bowl of Embers to get his harpoon for my Dragoon, when I could waste the same amount of time/effort getting something stronger more useful?
Today, it's all about darklight gear, and next it'll be all about "whatever comes next". Final Fantasy XI had this issue (damn you Dynamis!), WOW suffers from it, practically every MMO does.
I hope that with 2.0, the devs jump off this band wagon of releasing new gear with just inflated stats to give reason to do new content, and removing reason to do old content. I hope they design the end game with multiple "today's end game.....for now" instead of just one.
SOURCE:
http://thegamedesignforum.com/featur...ign_ff6_4.html