I'm catching up on the post-MSQ Endwalker content and am struck at how it encapsulates the worst element of Square's MMO design: a lack of interactivity for the player. Outside of the token dungeons and trials, questing generally centers around traveling and watching endless written exposition dumps and reaction shots. It feels more like a disjointed YouTube video than a game.
As a simple example from my recent content, there is a part where we are told about rampaging monsters being a threat to supply convoys, and how a faction does not want us to deal with the monsters. (I'm being vague here to not spoil the "content.") Now we could find this out by hearing that supplies are being lost en route with casualties and investigating the disappearances. Then with our hunch we could start escorting convoys to see the monster issue ourselves. Finally the other faction could show up during our combat and complain in real time or even challenge us while we dispatch the threat. This is good storytelling. Instead, the concepts are dumped on us in a shot->reverse shot->reaction->repeat dialog cinematic. If my character's gameplay is simply traveling from point to point without interacting with the environment, just make them half hour long cutscenes with the travel baked in.
And let's talk about these cinematics. Some are dynamic action setpieces with cinematography. But most are a character walking into the shot and then endless shot-reverse shot dialog, with ample reaction shots thrown in. It's like the Star Wars prequels with reaction shot filler. If nothing is happening and the dialog is mundane, have it occur while the character is doing something else. Share thoughts with an NPC while you move supply crates together or track down the magical part or whatever, instead of taking the characters control away for "He said this and then she said this and then he said this and then..." Think of how much more interesting it could be watching us patrol or experiment with magitek or whatever while the NPC tells us "Bob might disagree with our approach" instead of showing a Scion standing there and querying the NPC, the NPC telling us about Bob, and then multiple characters standing for reaction shots. Before jumping to more shot-reverse shot dialog This is what movies do to keep the player engaged during the transfer of mundane information.
I laughed out loud at one point when my character was tasked with activating magical devices during a ritual and...it was a cutscene. I couldn't even control my character walking over and triggering the devices.
Moving forward, let's give the player more to do as we move through the primary questline!