Guildleves are very...the best word I can use to describe them is detached. You never even see the person who needs the quest done. Not to mention that guildleves are all repeatable, so you're doing the same quest over and over again. In Xenoblade you don't repeat any sidequests.
Also they make exploring the world useless and like you hinted at the story behind them feels fake because you don't meet the people and completing quests doesn't DO anything. They don't lead to further quests allowing the npcs to have their own evolving lives.Guildleves are very...the best word I can use to describe them is detached. You never even see the person who needs the quest done. Not to mention that guildleves are all repeatable, so you're doing the same quest over and over again. In Xenoblade you don't repeat any sidequests.
I know a lot of MMOs have shallow stories but nowhere does the name "flavor text" fit better than on the back of each leve.
Personally what really gets to me is having all this landscape and then game design that makes me warp to same location every time to do the same recycled and time restricted, area locked favor to a rock.
Remember in XI when collect X amount of Y meant that you could do it in any way you want with or without help and whenever you felt like it and you could even buy your way out of some quests of it suited you. Not to mention there weren't any restrictions on how many quests you had open.
The writing was short but it stayed true to the melancholic theme of war and loss of the game. What IS XIV's theme?
Yes I broke the taboo of bringing up XI (0Oooo!) but honestly guys there is nothing stopping SE for giving us those nice things.
Even XIII-2 got it's act together and shoved they can do quest writing that is relevant to the game.
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