One of the great things about old MMOS like EQ and XI was that when you went into a zone, it felt like an adventure. There was danger around every corner. You could die. Further, many zones felt like they were a wild rarely-traversed place. When you were trying to run through Yuhtunga/Yhotar jungle, it felt like the middle of nowhere. Getting to Xarcabard felt like a journey. The non-instanced dungeons made the game feel huge and like a massive world.
XIV on the other hand has some sort of "camp" and "crystal" about a 2-4 minute run from every point in the game. There aren't really any areas that are just a wide open expanse without civilization. And there is essentially 0 open world difficulty.
You never get that feeling of running through a deadly temple and sneaking past things to stay alive. Or being chased across the zone by something that can actually kill you. Instead, wearing minimal gear, I can run into almost any group of mobs and kill them all without any real worry.
MMOs used to be great because they created emotion, tension and anxiety, in a good way. You were in a dangerous world, and you had to survive. There were things to explore, hidden coffers and nms to find, isolated places to level or farm, etc.
Now the open world (probably the best part of XIV) is more like an interactive instance selection menu. The real game is in a few instances (which have gotten really boring).
Put another way, I had more difficulty and died more often in the lvl 1-10 zones in ffxi, than I have in the highest level most "difficult" areas in XIV.
I realize that modern day gaming is just a series of repetitive instances for e-peen status. But that's not a real game. That's a trick to keep people paying.
XIV has one of the most beautiful open worlds of any game i have ever played. And after you get level 50 on a job, it all goes to waste.