While the current chapters of the main scenario quest are good and fun (maybe a little too diluted, I would condense them between rank 1 and 35 and add 3-4 chapters before 50, giving a partial closure there, comparable to the fall of the shadowlord in FFXI, and maybe addding further chapters from 50 onwards when an higher level cap comes, following some major plot twist that reveals new enemies and bigger threats, which is very final-fantasy-ish), I think that as the level (and power of the character) increase, the story needs a bit of an evolution that I would summarize in the following points:
1) The player character needs to become the "protagonist".
At lower ranks it's ok that the main character has a more "bystander-ish" role, because he's a sprat that still has to grow wings and earn his place in the world, learning from more experienced adventurers. But as level nears the cap (and/or goes beyond the first caps), the wings should be earned and the sprat should have been grown from a sidekick into "the boss". I understand that the "player" being the silent sidekick (a la White Knight Story) is much easier to implement, but everyone is playing to be the protagonist of his game, and especially at the highest level, being the sidekick of the path companion or of the main city NPC is much less exciting than it could be if the player was the actual protagonist, playing the strongest role in the story. Conversely, the path companion and the main city NPCs should become his sidekicks.
2) (related to 1) Give the player character more screen time and more "personality"
At the moment, given the sidekick role, the player character is a "silent, one size-fits-all" kind of person. The result of this is that he gets very little screen time, and he has no personality.
While this is ok for now, it won't be ok anymore as his role in the story grows.
First of all, he should talk. The fact that the character doesn't talk (other than a couple choice lines) is good for anyone to imagine the personality he prefers behind his silent face, but ends up limiting his role a lot.
Of course, with a talking "hero", there must be a choice, for the player, to chose his personality. This can be given through branching dialogue choices (which tends to be overcomplicated with this kind of storytelling), or simply by giving the player, at character creation, the ability to chose a personality for his character (pretty much like the personalities of the path companion). This way a degree of customization and chloice would be present without overcomplicating everything with branching choices.
The personality trait should also be changeable whenever the player wants (people change, after all, and one may realize that he doesn't like the personality he chosen at first).
3) More epic scale:
The main character is now not a sprat anymore, has learned his wings and assumed the lead role he deserves. It's time for the epics to come.
-Let him fight big monsters (alone of with a group, maybe giving a choice), and enemies.
-Let him pilot airships and shot down those of the enemy.
-Let him meet the rulers of Eorzea (this is normally quite a topical step in creating a sensation of epic accomplishment), and earn their gratitude and friendship.
-Let him even lead epic field battles as a general or commander (no, i'm not talking about some RTS-ish gameplay, just cutscenes with staged fights in between),or at least take part in them.
-Let him be the hero saving the day. In the current rank 46 quest, the main character is completely powerless, and get his rear saved by others. In future quests it should be the opposite. He should get to rescue people and save the day himself. Maybe even get the path companion captured, and send our hero on a complex mission to save him/her (and this can easily be part of the expansion of the path companion role that I advocated long ago in this thread: linky)
-Generally speaking, let him be the bigshot he deserves to be. After all, we grind a lot to see every coming cutscene, and as our level grows, our power to "influence" the world around us should grow with it, instead of playing a bystander role.
4) More fighting, less talking. Or actually, keep the talking, but add more fighting
I understand that SE wanted to involve crafters/gatherers into the storyline as much as possible, but IMHO this can work only at low levels. It's fairly unrealistic to think that someone will really play ONLY a creafter/gatherer for his whole career as a FFXIV player, without leveling his warring classes *at all*.
If the problem is high level crafter accessing advanced quests while their warrior classes are lower level, it can be adressed with a level scaling mechanic. If the current rank of the class "worn" by the player as he enters a story fight is lower than that of the quest itself, then the content difficulty should scale down accordingly, providing a doable fight even if someone is mainly a crafter. IE: if a crafter is rank 46 blacksmith and accesses the rank 46 quest as a rank 20 gladiator, the enemies should scale down to be doable (but challenging) at rank 20.
5) Expand parley and change it's role
I enjoy parley a LOT. I think it's a very nice minigame, and I think it should definitely be kept in the game. The problem is that the moment in the main story it becomes just a less desirable alternative to fighting instead of having it's own role.
In my opinion, in future quests, instead of being relegated just as an alternative to a brawl for casters, it should have it's own story moments as the main hero pursues negotiation and discussions with NPCs, completely separate from battle moments, even if the player is playing a warring class. Brain or Brawn shouldn't *always* be an alternative, and having the character pursue different solutions at different times adds depth to his role, and variation to the fun.
I would also graphically enhance parley. At the moment it definitely looks like an afterthought, with the game engine using equipment icons to represent arguments and a rather lackluster UI. I would redesign the UI to be graphically more appealing, and I would create custom art for the arguments (pretty much like previous card/puzzle games in previous Final Fantasy games). Final Fantasy has always been great for it's art style. Parley should definitely fit that standard.
6) Make the main hero EVOLVE
As part of the transformation of the main character from a sprat to a hero, he should also undergo a strong process of growth. The cycle of fall/growth should be dramatic and emotional, as the character encounters harship and manages to overcome them to become stronger emotionally, and not just physically. Who can forget the strong emotions felt when Cecil became a paladin in Final Fantasy IV? What about the evolution that turned Cloud from a cold killer into a true hero?
This is the main storyline of a Final Fantasy game. Character evolution and growth are needed to create emotions. A final Fantasy game that can't stir strong emotions (and this could actually be a point in itself: Make the story more emotionally engaging) can really be defined a true Final Fantasy game?
This is one of the main point of criticism a big part of the fanbase brought to bear on Final Fantasy XII and XIII. Time to adress it, isn't it?
7) Romance. Yoshida-san, we seriously need some romance. Dare say, can we have romance? Romance is the spice of life!
In earlier final fantasy games romance always played a solid, important role in the plot and character development. Unfortunately Square Enix decided to move away from romance in single player Final Fantasy games from XII onwards, and IMHO, that was a very, very bad choice. Characters had a much lower degree of growth and development, and in the end the story was quite a lot duller than before. The funny part is that Japanese developers has always been the masters of romance in storytelling, and while Square Enix alienated part of their fanbase by removing or drastically reducing romance in Final Fantasy, western developers like Bioware embraced romance more and more, gathering the "romantic refugees" from the Final Fantasy fanbase under their wing, and earning truckloads of money in the process.
I say it's time to go back to the origins, look back a little please.
Who will ever forget the Opera scene in Final Fantasy IV? What would Final Fantasy be, now, without the famous final fantasy romances between Cecil and Rosa, Rydia and Edge, Cloud and Aeris/Tifa, Squall And Rinoa, Tidus and Yuna, Locke and Celes and others? Probably an half-forgotten secondary series.
It can be scientifically observed: Every Final Fantasy that had a lower or even worse, non-existant, romance component has been much less successful and memorable.
Final Fantasy XIV is even more a perfect chance to go back to the origins and rediscover romance in the Final Fantasy series. Why is that? Because no other MMORPG has that component. Offering something unique in the market is an extremely good way to bring back part of the lost playerbase and attract new players.
But how could it be implemented?
-The "target" of the romance should probably the the path companion as partly explained in this thread: linky. This allows players to chose their own romantic interest and to partly customize it, allowing for an higher emotional engagement, as pre-determined characters could not always be of the player's liking.
Adding romantic interests between non-playable NPCs is also possible, but this could be a little less effective, as it would probably require adding numerous romanceable NPCs in order to give the player a degree of choice.
Also, creating a customizable romanceable NPC in addition to the path companion could be possible, but personally I wouls just condense the role on the path companion, since the system is already in place and is in dire need of an expansion.
-It should be optional: while I'm 100% sure that it would be a massively popular feature, I'm pretty sure that some might not be interested. Make romance optional, as it's optional, for instance, in Bioware games. Let the player decide, during quests, if they want to pursue a romantic engagement with the chosen NPC or he/she wants to stay friends. An "affinity" gauge with (limited) gameplay effects could even be implemented, giving different results (mostly during the story, and could easily be limited in impact to a splitting of the NPC lines and a few emotes/cutscenes, as not to make it too work-intensive, but the possibilities are endless depending on how much SE wants to work on it and make it engaging) depending on how much the gauge leans towards a strong "love" or a strong "friendship".
-It should be visible: the lines of the romanceable character should be changed depending on the option of being a friend or a lover (I doubt it's too much of an effort to write certain lines for each path companion personality twice, for instance, it doesn't even need to be for ALL the lines, but only for the important ones), and some degree of animated affection should happen. And no, I'm not talking about "hot" scenes like in Mass Effect 1 and 2. A kiss under the moonlight in a topical story moment (maybe before a particularly difficult battle) never killed anyone, and won't change the rating of the game from T to MOn the contrary, it would raise the emotional gauge to unprecedented levels in the MMORPG market.
Besides, the moonlight in FFXIV looks great, let us bask in it
Of course, this is all IMHO, and if you made it this far through the wall of text, I thank you for your attention (whether you're a dev or not), comments and possible support
To conclude, the time of "hero internship" was fun. I enjoyed it throughly, but it's time to graduate. Let the next chapters of the main story be *grandiose*, epic, and heart-ripping emotional like a true Final Fantasy game should be!