In all my experiences across different game forums, I feel like I'd be both happy and obligated to direct 60% of a given site's posters (though, perhaps not so oddly, only perhaps 10% here) to the discussion between Hyrist and Rutelor -- "This is what an intelligent discussion looks like," -- and hope for a chance in osmosis of mentality.
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On subject though, in the balance between "tried-and-true" and "modern" mechanics, a point of note is that either becomes an aged work the moment a new functional methodology is used. But more importantly, the methodology does not have to tie itself in any way to the systems that act as a means for that methodology. The feel of a game like FFXI does come from its mechanics, be it RNG-heavy or grind-heavy or whatever other general 'tools of the trade' come to mind, but they aren't an exclusive option. A game of the same feel, or designed on the same niche of its types of players' preferences, can be accomplished by any system, whether it be 'old' or 'modern' or far better yet -- actually original, and made to fit. Very few things considered mutually exclusive or opposite ends of the same spectrum have to be, if only one does not overprice the thought required to tailor a solution.

Granted, many of the things mentioned here -- core bases like 'fairness' -- go well before either systems or methodologies, and in their cases this doesn't apply.

Sorry for the rant. I guess it's just something that had been bugging me for some time now.