I remember back in FFXI during the ToAU days, the amount of things to do at endgame was staggering.
-Sky
-Sea
-Dynamis
-Salvage
-Assault
-ENM
-HNM
-Limbus
It got to the point that my endgame guild couldn't fit it all into a schedule and we had to drop certain things. Thanks to horizontal progression, the content was able to keep building upon itself, all remaining relevant. This also combined with the ability to level every job, so that if you geared up a main you could do sky on an alt to get gear for the harder content. Gear itself had unique and interesting bonuses that even made old gear relevant, creating for several complex gear switching algorithms depending on the situation.
Don't get me wrong, this isn't a FFXI wank thread. But I think most MMOs have their merits, and the horizontal progression in FFXI was, in my opinion, one of the things that kept the game interesting.
So I now come to its successor, FFXIV. The combat is more fluid, I actually like the dancing mechanics of boss fights. However, I can't help but notice a great many people seem to be bored of this game as of late. Why is this? I believe the answer lies in the pattern. The expansion followed the same pattern as 2.0 did, and it's predictable.
-Start with story
-Grind dungeons for tomes
-first raid ends up being the hard, 8 man raid.
-second raid in the next patch ends up being the casual 24 man raid content.
-relic weapon with monotonous grind is implemented.
I suppose that Diadem was something they implemented that deviated from this pattern a tad, but a lot of the people I talk to seem to be bored of this as well. The gear, besides the designs in and of themselves, are dull. There is nothing that makes one piece unique from another statswise. Every one of them has the raw stats without any bonuses, resistances, or latent effects attached. Was this really a good decision? Are the majority of players really so averse to depth when it comes to gear and stats? Elemental resistances and strengths on enemies was also not implemented, again along this same line of reasoning. I feel this is selling even the casual players short with this simplistic design.
FFXI had horizontal progression, but it also had a much smaller playerbase. Now was that because of the archaic combat style, the insane grind, or was it really too complex for most players? The one thing that would have to be sacrificed for horizontal progression is the abilities that come with new levels.
The Coil of Bahamut and Crystal Tower has now become irrelevant thanks to vertical progression. The amount of things that will fade into obsolescence as the amount of expansions increases will only rise. While I admit SE has done a decent job of keeping some content relevant with their roulettes, vertical progression certainly makes it more difficult.
Either way, this endgame pattern that repeats itself constantly needs to find a fresh new deviation, to revitalize people's interest in this game once again. If not, then this game may lose a decent sized chunk of its playerbase at this rate.