I want to really like this game. I played XI during the initial launch, started over more times than I can count, and all for the pure curiosity and pleasure of seeing what different environments, servers, and races offered. Here it still seems after all of the improvements, and I do like most of them, I don't feel they've been able to capture my attention or devotion.

My friend, a WoW player, and I were talking the other night, and he asked if I was still playing XIV. I told him that while I like it, I just get bored too quickly. His response: "So, it's a bad game?" To me it's not that simple. There are many good aspects to the game such as the graphics, overall uniqueness, and community that make this game worth playing. However, there are elements such as the environment, traveling, crafting, and leveling which make this game far too slow to keep the average player active. While I don't agree entirely with my friend, this game does have some serious short comings.

In FFXI traveling to Valkurm for the first time, I was in awe of the environment, and I could pick out land marks, like Craigs to let me know when I was getting close to a zone or quest marker, but here that is lost. The open world feel is awesome, no zoning and no loading screens, but the cut and paste landscape is forgettable. Additionally, running to Valkurm seemed like and adventure and kept my heart beating as I sneaked around Lumbering Lambert, where as in FFXIV running from Ul'Dah to Gridinia seems like an arduous chore where the scenic route equals death and the direct route is boring to the point of tears. And, while Anima is supposed to be a convenience, presumably for the sake of partying, it's more like having $10 in your wallet, and you're trying to decide between fasting 'til next paycheck or having a pizza. If you go for the pizza it will be great while it lasts, but it may be a while before you can eat again. Whereas if you go without, you're praying to God you don't pass out before the next meal. Anima is a great concept, but no one likes to use it for fear of not having it for a while. Instead of waiting for it to recharge, give us something to do to earn it back.

This may be a good point to introduce fame. I'll admit I turned on more street lamps than a two-bit hooker in Reno, but it never seemed to get old or take too long. It really didn't have any greater purpose than building fame, but it kept you busy and engaged. Why can't we have quests like that, where there is no greater point than building Guardian Favor or Anima. Make it fame based and repeatable, and not only will people do them to unlock more content, but they'll have additional bonus for completing them. What if like other limit breaks, the limit for Anima or Guardian Favor could be increased based on a hidden factor related to your chosen Guardian, which could in-turn affect the quests you receive to earn it. The quests, like leve quests could be based on Rank, and give people another reason to level beyond better gear, stats, or end game; a sense of accomplishment.

Much like traveling or rebuilding Anima/Favor, there is a lot of waiting involved with crafting. At least with crafting in FFXI the menus are responsive (though admittedly they have gotten better in XIV), and once you started crafted you could make a run for a bathroom break, grab a drink, or stretch your legs. But, while the crafting in XIV seems to have an sense of involvement, it feels more like the developers are trying to keep me in my chair. If I'm sitting at my desk playing a game, I want to have fun. If the developer is going to force me to sit at my chair, then make the crafting strategic instead of luck based. I'm not sure how others feel about this, but I kind of enjoyed the work mini games in Fable 2, and I could see something like that which would provide a certain level of entertainment/challenge. Alternatively, shouldn't it be up to the player whether they want to play a mini game at all? Why not give the option to auto attempt a recipe? Then if this is too easy, make it impossible to receive HQ results or attempt recopies beyond your current rank. A person who has taken the time to master a craft shouldn't be subjected to random chance or monotony; they should be rewarded.

Leveling is a system that has gotten better since launch, but unlike FFXI where leveling had its benefits, such as RSE, JSE, Airship pass, Limit Breaks, etc, XIV seems to lack that since of progression. Gear can be equipped at any Rank/Level, though it does wear faster and benefits are reduced, it still doesn't seem to be earned. And, if you look cool to start with, what's to separate a noob from a veteran. Not to mention the universal nature of the equipment is far too confusing. I know it was meant to make things easier by allowing one piece of equipment to fill multiple rolls, but who really wants to storm the castle in wooden clogs? So, in reality, everyone carries multiple sets of armor, combined with an over abundance of drops and harvested materials, and suddenly the 200+ storage slots between the character, retainer and bazaars aren’t enough. Too me this just adds another level of frustration to the fledgling adventurer. Reverting to FFXI again, by the time I reached level 25 and headed to Kazham for the first time, I felt like I had come a long way from where I had started in San d’Oria and like I had grown as a player. I knew what a good party was. I knew how to Skill Chain, Magic Burst, Pull, Tank, not all at once, but you get the picture. At Rank 30 in FFXIV I still have yet to see cohesive, let alone coherent, party mechanics. I don't have a great understanding of how my job is supposed to function in relation to other jobs, especially when any skill or trait can be borrowed from another class.

This is far longer than I ever intended, and I realize that most of this has been brought up on countless occasions by plenty of people. Yes, XIV isn't perfect. I understand that it will never be exactly like FFXI, nor do I want it to be. Moreover, I know a lot of this is still being addressed. Regardless, FFXI does provide a good map about how players should experience a game, and XIV hasn't reached that point yet. If nothing else, this game needs a sense of achievement. When I'm Rank 30 and still playing like a noob, then I feel the game hasn't done enough to teach me how to reach my potential. Like I said in the beginning, I really want to like this game, probably because I liked FFXI so much, but until these issues are addressed, I'll remain a skeptic of Final Fantasy's XIV's future.