Your choice was merely an illusion. As Enkidoh summarized, the community long determined what sub-jobs were viable and laughed aside anyone who even considered something unique. The equivalent would be attempt to raid in FFXIV with a vitality geared Dragoon. While the choice may be readily available, I wish you all the best finding a group willing to accept your choice. Those open world explorations still exist. They were simply streamlined into sidequests and more structured content for the ever time conscious gaming community. Frankly, I find the necessity of third-party websites to navigate a game poor design. I shouldn't be reliant on a guide to discover content.
No. That is poor game design. Unlike FFXI, the titles you listed expressly intended to give players free reign largely, and were not the product of players finding an exploit in the mechanics and abusing it. Furthermore, single player games do not have to account for balance because the experience will always been individualist. Multi-player games cannot afford this luxury as proven when NIN overtook other jobs and WAR made PLD near obsolete in FFXIV.That is called Emergent Gameplay and it is one of the best and most likely the future of most open world videogames. You see it in the new MGS, GTA, FFXI, etc.
Imagine if GTA V released a bonus DLC where you could play as Tommy Vercetti, who came with a slew of benefits that put him above Franklin, Michael and Trevor. Maybe he had money perks or something. Once players exhausted the story content with those three, most would never bother with them again because Tommy is better.
Instanced content allows for structured environments which the devs can then utilize to design around specifically. Pure open world leads to zerg fests like what became of hunts. Without knowing the exact amount of players, no developer can plan how difficult that content will be. You see this issue crop up in many F2P games that attempt open world. A large portion of content will forever remain untouched if rewards are deemed lackluster and others will become a chaotic mess. Merri even spoofs this mentality in one of his shorts: https://www.youtube.com/watch?v=UfG8qY0dINYSo the future of Open World Massive RPG Games is to remove world identity, complexity from the AI and environment, and global unique enemy tendencies? I understand no one wants other players messing up their instanced dungeons or raids, but in open world? What genius would want more people to group up as easy as possible then turn around and make a majority of relevant content locked behind instances in tiny groups. Isn't the major fad now Open World with Dynamic events and realistic world systems?
I am not sugar coating the game and saying XI was superior than every other game or didn't have faults. But with a design team as big and talented as Square. I am sure with the experience in their elder mmo, they could create or bring over things from the other one and fix all the complaints that arose there.
I don't want to go back to the grind from 2002, but if the future or what we call Modern Mmos are designed to be on rails with no intention of re-visiting and re-iterating what made old games great, then I don't want to be a part of the modern mmo movement.
Take Black Desert. There is no strategy or sense of wonderment to their world bosses. Players literally kamikaze en masse because loot drops are determined by how much DPS you can inflict.
Unfortunately, if you feel that way, you will likely be left behind. Gamers nowadays consume content at such an alarmingly high rate, developers cannot keep up. People generally want to experience exciting new features, not re-visit old ones.



Reply With Quote
)




