Quote Originally Posted by Azurymber View Post
i like and support your thread for airship ideas, but part of an immersive world is doing things with random people. And if you make airships an instance, that can never really happen.This is objectively and verifiably false. I've done Toto-Rak with random people. I've done Dzemael Darkhold with random people. By instancing everything and not creating open random content you force players into niche linkshells and make it difficult for a new player to fit inNot all of the airship options are instanced nor instant. The proposal provides a wide variety of content choices.. When you have open content (selbina-mhuara ferryFishers on the fairy and immersionists can get together., moat carp fishingXIV has fishing., etc) you create avenues to make friends and improve the game. Behests were a great idea, and have now been essentially ruinedMy experience with behests pre 8 person party cap were. Attack, Attack Attack Attack Attack, heal, Attack Attack done. {Thanks for the party!}{Let's party again sometime!} It still continues on today even post 8 person party cap..

and while i understand the argument for choice. A game that has failed needs to pull people in and GIVE them a reason to playOpening tutorials and clear cut storyline objectives can provide this. Restricting freedom does not and in most cases, as has been stated by others in this thread, forcing people to waste time only motivates them to utilize it otherwise. Either through making an AFK sammich, or playing a different game.. Presenting an open invitation for people to explore and choose how to experience a failed game won't work because they will just feel like they are exploring a dead world and playing a single player game and give up quickly for a game with an actual dynamic living worldRestricting a human's time by forcing arbitrary requirements that are not necessary are sure fire ways to get people to log off and then the game will truly be dead..
You're conceptual content of a dynamic living world is present in offline games. My concept of a dynamic living world is focused on players and choice. XIV is focused on player choice.

Yoshida is focused on player choice. I quoted it in the post I made earlier.

Here it is again:

Yoshida: So if you ask what makes FFXIV special, it’s that you can be by yourself, play in a small party, play in a big party, play any class, play differently on the weekends or weekdays, the community size, and the way parties are going that day…. It doesn’t matter because there is so much you can choose from. The job system will be added which just means you could also team up with your friends and enjoy playing as certain jobs. I think all of that is what will make FFXIV different.
He seems to always take the words out of my mouth.