Ok I found this on the official SE FF14 forum, and It embodies almost everthing wrong with the game, and my main complaint.
The only thing the poster of this got wrong (I think) is that FFXI had 2 years before it got to the said point and not one, but I might be wrong about that, it's been a while.
Here's the (Slightly Edited for tidyness) post:
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It's hard to immerse yourself in a world where grinding and leveling up quests comprise the majority of the content. FFXI used the exp grind as an incentive to reach the level cap, which unlocked worlds of possibilities.
Also, when FFXI was a year old, its players had: - Sky
- BCNMs
- Dynamis
- 12 jobs to choose from
- Chocobos and Airships
- An engaging expansion storyline not tied to any city
- A working party system
- An awesome search function
- Teleport and Warp spells
- Realistic real-time battles not severely inhibited by server lag
- A (mostly) intuitive menu
- A comfortable console style interface
- Collision detection
- A great targeting system that differentiated between friend and foe
- The ability to quickly engage enemies
- About 40 unique full zones (not including battlefield/misc zones)
- 4 major cities (Windurst, Bastok, San d'Oria and Jeuno) and 5 "settlements" (Selbina, Mhaura, Norg, Kazham, Rabao) which were more than a dumpy building by the side of the road; those are what we'd call "outposts" in FFXI
- 6 amazing beastmen stronghold zones that are entire zones unto themselves and not just blips on the world map
- and an awesome subjob system that allowed you to specialize your job by tacking on the abilities of 1 other job, up to half the level cap of your "main" job. IE If you had Ranger 60 and Warrior 45, when you changed to RNG/WAR you would be RNG 60/WAR 30. No abilities or spells to tack on, they were just there. Oh, and you also got all the spells/abilities available to a class given to you, not having to pick and choose them.
So, a year later in FFXIV, we have: - Leve quests
- no transportation whatsoever except a ferry and a broken anima system
- The Garlean invasion miniquest
- The Grand Companies which some instanced raids
- Market Wards with PITA item search and repetitive zoning
- No party search/flag function
- Improper mob AI and every mob mysteriously uses ranged attacks
- No collision detection
- Behest
- No major expansion
- A world map consisting of about a dozen "zones" which are really just long, visually repetitive stretches of essentially nothing to get from point A to point B, with such clever names as "North Shroud", "South Shroud" "East Thanalan" etc ad infinitum, a few "mines" which are just lines on graph paper, seriously you can see the graph paper when you look at the map
- little visual difference between weapon swing and weaponskill animations
- lag
- the most terrible UI I've yet to see in any game
- And finally, an awkward armory system that requires you to level nearly every class to cap to maximize your potential at any class and even then having a severe limit on how many abilities you can equip AND a penalty placed on equipped abilities/spells not available to your main class.
My counter argument to this entire thread is: how can anyone find the current system immersive? Granted, the game has come quite a long way from the trainwreck it was, but yeah, it will be months before ANYONE should be throwing around the term "immersion". We just barely got out of Alpha with 1.18, and with 1.19 we're trucking right into Beta. When get to 1.20 Beta 2, THEN we can start talking about immersion. Until then, please develop a severe case of hydrophobia and hope this sinking ship can get bailed out faster than it sinks, or we'll all be up to our necks in "immersion".
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Source:
http://forum.square-enix.com/ffxiv/threads/23765-Immersion-The-Facts-Fiction (Seek the post by Chocobits)
Edited, Sep 15th 2011 1:58am by FrancoisX