XI was made in a time when leveling a character was part of the appeal of a MMORPG. It was also made in a time when people played MMOs to group up with other people.
Times have changed. the only reason to level up is to get to the "end game." The faster the better. The game better be solo friendly because god forbid if there is a delay in my progress. The game would be better if it were B2P or better yet F2P, I want my cake and eat it too.
I think it took me 9 months to almost a year to get my first job in XI to 75 (rdm) I dabbled in other jobs along the way. My 2nd job took about 6 months to level to 75 (drg). Here nearly 2 years into the game I have 2 max level jobs. I didn't have a 3rd max level job until abyssea came out 7 years later. Conversely in XIV i really started the level grind when patch 1.18 hit in late July 2011. I maxed all 7 jobs by Feb 20th 2012. 7 classes in ~6 months.
I remember more about my first year in XI than I remember anything I did in XIV. There were milestones in XI. subjob quest, chocobo license, airship pass to Kazham. Key spells learned. I remember farming for a week to get the money to buy Dispel off the AH, how excited I was to use it in a party. And how impressed the party was with me in crawlers nest when I was on top of dispeling cacoon (early XI days).
It might not be fair comparing it to XIV since it was a broken game. I remember patch days better then actual game moments in XIV. My most stand out day in XIV, when they announced ver 2.0.
I'm hoping 2.0 brings about that same sense of adventure and accomplishment that my early days in XI brought me. But that was a different time in MMO gaming. That was when MMO's weren't mainstream, when games were a smash success when they had a few 100k subs. XI hit a grandslam in early day MMO terms.
Now the mainstream gaming community thinks your MMO is dead in the water if you do anything less than 500k-1 mil subs. To appeal to the mainstream you have to make your game accessable. That means "solo friendly" Solo friendly = fast paced easy solo progression. Which creates a shallow 1-max ramp up. After that people expect an amazing end game to unfold.
XIV:ARR, I don't think will ever have more than 250-500k sustained subs. I hope that SE doesn't forego the journey leveling a character can bring to attract more players. I'd rather play an amazing rememberable game from 1-max than a forgetable path to never ending repeated content
aka. "End game."


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