Belcrono wrote:
By the sound of what interests you Xizro you seem to be in the wrong genre. Storyline has never been the strong suit of mmorpgs. Even in the case of a storydriven mmorpg like Star Wars the Old Republic if you compare the story to most decent single player games I would say it pales in comparison. For me the advantage would be doing the story with friends, but in games like XIV for the most part you can't even play with your friends through the story. Not to mention there is not even any challenge when doing it, I mean I don't think you could say there has been any challenging content for storyline in XIV aside from that dragon on the bridge before Heavensward was released (which was quickly nerfed).
Actually there are some MMOs that heavily focus on lore/story, XI is the only one that hasn't tanked in recent years, but its story is, I think, way better than the offline FFs up to now (mostly thanks to the "original trilogy" - Vanilla, RoTZ, CoP), given as well as some limitations of the design. XIV makes the story a big point as well - only that's is very poorly written.
XI certainly had a lot of story and lore thought out and only during the end of ToAU/beginning of WoTG it began to fizzle due to certain choices (SoA is marginally better, however the story takes too long to start then it ends too quickly).
Right now I'm waiting up to 4.0 to see if something "really important" happens in the story (most of HW's stuff can be considered a side story), otherwise I think I'll quit.
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From reading your post all I really saw was that you think endgame in just about every mmorpg is bad and storyline is all you care about so I am not even sure what you are arguing. That games should have more storyline content? Because I don't think anyone here would mind something like that, but I also don't know how many people I've seen really not caring at all about story (more in my experience than players like you who only care about story, but that is purely anecdotal) so there needs to be other content too. Or is it that there should be no content gating? Because from what I heard you would not be playing the content either way so what does it matter? Not that I would mind it really, but there would need to be something else that keeps people from just quitting after a week.
Story stuff, aside being interesting for me, usually promotes small party content, which is the way I prefer to do things. In fact, I think the full party configuration is excessive while the light party is too small.
I've done most of the XI's missions content with the same people I started with for this precise reason (and I'm pretty sure Theo remembers my video posts that used to pop up in XI's forums from time to time). I prefer content tailored to small groups.
However, XIV's content is solo only (duty, and I miss the feature in 1.0 that let you have someone in party in duty), instanced via DF, or FC tailored (mostly Diadem at the moment), all of which can be finished in hours - save Savage or Coil in 2.0 - even if the people aren't extremely bad. The only long-lasting content is the gated one with a single mechanic (caps), which is a bit bizarre.
Back then I didn't mind the level caps for CoP that slowed the progression a bit, however such system isn't applicable at all in XIV - see also the backlash HW got for requiring being up to date with 2.55 in order to access Ishgard.
With that said, taking out the extremes (people that never finish the content, people that finish the content in a day) the entire system needs an overlook, as it reminds me of WoTG's days in XI, where patches were extremely late, add very little and it was expected for no particular reason that people kept playing.
My original point anyway is that XI had stupid ideas much like XIV has now, and arguing about which one is "better" (in a few areas FFXI is better, but certainly not the ones usually mentioned) is a waste of time.