I agreed with this whole point you were making here. I partially wish I had seen FFXI as a hobby when it first came out. It would have changed my perspective on the game. However, it was not sold as a hobby, it was sold as a videogame comparable to FFX.
From reading about FFXI I was mesmerized by the idea of other people in your city who you could talk to. I imagined a city full of people lounging around and just having a good time like the NPCs seem to be having in other RPGs. I imagined having conversations and going on adventures. But let me tell you about my very first hours in FFXI. The game started you in a city with no prior backstory. You're there, and you start talking to NPCs. One NPC in San'doria gives you a quest to turn in bat wings. So I go out to fulfill this quest. After a while I wind up with 200 gil. A potion vendored for about 6k. Shoes cost someone around 1k if I remember right. I wound up with enough gil to buy my shoes, but I realized for the exact same amount of time I could have literally made minimum wage somewhere and bought a pair of $60 Nike shoes with the wages. In that sense, it was a huge waste of time. There was no sense of adventure. It was just a pointless grind. It wasn't that I was in a hurry.. there was simply nothing fun about it.
I think that highlights a lot of people's overall experience with FFXI who didn't make it very far. For those who did, including myself later on, you're absolutely right that the game provides many great and memorable experiences. It really was a long-term adventure through a massive and virtual world. However, I think you'll agree with me that that is only half of the story of FFXI.
I completely see your point of view, but I'd like to bring something to your attention. It's useful to look at the environment when thinking about the behavior of people. Environment always factors in. And it factors in to this situation. Who designs the environment? Guess who, the dev team. Through the creation of the environment the dev team is determining the behavior of players. Like you implied the players always had a choice to resist the environment and, for instance, level in parties away from the Dunes. But that is like swimming upstream. It's hard to find 5 other fishes and convince them all to swim upstream when there's a strong current carrying you to the Dunes. You haven't yet appreciated the role of the dev team in designing the dynamic environment that created the conditions of player behavior you noticed.
I really don't think the dev team was aware that they had even created an environment to the extent that they had. I really don't think they realized that if they had changed this or changed that how different things would have turned out.
The team is more aware now. It used to be in FFXIV that you had everyone solo grinding Coblyns. The players picked the path of least resistance to grinding. The dev team stepped in and raised the HP, changing the environment and the path of least resistance. Now you have leve linking parties and raptor parties. What changed, the players or the environment?
So as you can see the blame truly does lie on the dev team and not the players for these kinds of bad experiences from FFXI. And in the case of Akumu, he played years before level sync. They added level sync, what, 6 or 7 years after launch? My skills were super gimp too once I hit 75. Did you level early on? And what job? Mine and Akumu's experience from leveling with traditional parties was gimped skills, due to game design, or more accurately, the lack thereof.
So I'm really glad you posted, because you brought to light this truly valuable discussion of the great adventure of FFXI combined with the truly ridiculous timesink. That's what a lot of us see in FFXIV, a long-term, grand adventure.
lol. thanks
Also, lol yeah wow so true. I might have to edit that in...