Quote Originally Posted by Baalfrog View Post
Also, just cause another game has a great feature doesn't mean that you absolutely must pick it, see M+ point for more info. Thats SO stupid.
Agreed. I'd have preferred to see Eureka really doubled down on any made an integral and enjoyable part of endgame, for instance, than to see XIV even consider any system, however well-functioning exactly as it was done in another game. That is, before Eureka was made it a sort of MMO template way itself (just another level cap hunting ground we've seen all over other MMOs), rather than anything integral, and with an obvious lack of polish in its bundled functionality (see the lack of level sync and the centrifugal effects of the leveling system as it was initially implemented). After that point, I've been a lot less willing to ignore other, less fundamentally organic (i.e. using what the game's already been built around or "about") or cohesive ways of developing content, so long as I still believe that can result in something satisfyingly cohesive.

I think the reason you see these things mentioned so often, though, is that they fill a perceived need, in terms of attention to detail or how it might fill a currently underdeveloped niche (e.g. reiterative content that isn't purely side-content) or a game-wide issue (sharp content obsoletion). And it would rarely take exactly system X or whatnot to make any of the people mentioning those systems happy; the system is merely emblematic to some change in design principle that think would be beneficial to the game. Mythic+, for instance, tends to point towards (1) spending an initial development cost to implement a system that you can thereafter reap the rewards of near enough forever, (2) building applicable content in such a way that allows for difficulty that would expandable in fine steps, and (3) continuing to build new mechanics (and make use of old mechanics, such as CC and kiting) to contribute to available means of content difficulty available to the vast majority of playerbase, rather than just its top 10% (e.g. just Savage players).