Quote Originally Posted by Meta View Post
Please explain, oh glorious MMO designer, how sidequests should be implemented. Are we to expect Yoshi-P and all of Square Enix to churn out hundreds of hour-long quests with fully-voiced cutscenes? Should every single quest be as cryptic as a Myst game and feature unclear objectives so that we're constantly ALT-TABing between the game and http://www.eorzeapedia.com/ to see where to go next?

What's wrong with having a healthy supply of mini-quests that have meaningful EXP and Gil rewards? How else are you supplement the game's primary content (Raids, story missions, PVP, FATEs, Hamlet Defense, etc) to ensure that players will gradually develop their characters, especially with a Leve allowance reset? What's wrong with simple conveniences like map markers? And what makes you think that every quest is as simple as the ones featured in the video? I bet some of our lucky Alpha players could tell you that some quests actually more meaty and varied than you think...
Just remember what was achieved by chastising the critics during the ß for version 1. We have a right to demand a challenging, engaging game for all the energy we have spent.

Let's, of course, remember not to be destructive in our criticism. But let's not be destructive of those who criticize either; this, even if they show more frustration than we like to see, for frustration is difficult to contain, after this long wait. This is my firm belief: If we do not heed the critics because they strike us as strident, we'll be throwing out the proverbial baby with the bath water.