SirEaglestrike wrote:
FFXI has attempted to make the switch in endgame philosophy more similar to other MMO's. Unfortunately since most of the game was not built around that concept making the switch is leaving large sections of the game as "useless".
OK, I have to ask because I see this as a foolish statement: What,
exactly, makes you think that FFXI wasn't as focused around endgame as other MMOs? Don't
even try the BCNM argument because those are nothing more than low level instances (that other MMOs have) that require a hefty payment fee (that other MMOs don't). Leveling taking forever isn't a sign it wasn't endgame oriented as this is hardly the only MMO to have a steep leveling curve.
Was it vanilla? Considering there wasn't much to do of anything until a few patches that introduced BCNMs, and that the storyline at the time actually *did* require you to be at the level cap, this was a wash in both senses. Plus, the missions only had two level caps -- one for level 25 and one for level 50 (hint: this WAS the level cap when it was put in). Considering how easy both battles were it's a moot point anyway. So you had low level instances and high level instances (equal), HNMs (Serket and the two birds, Cassie, and probably one other I'm forgetting -- endgame oriented), and the Northlands added patches later (endgame oriented with several NMs that were tough), and a final mission that was.... endgame oriented.
Was it RoZ? Well,
everything in that expansion was aimed towards the endgame crowd. In fact, the only content produced during RoZ that wasn't endgame oriented was the job unlocks and AF quests. More land HNMs and king HNMs were released, and the entire storyline fights were meant to be fought at the level cap when those fights were put in (had 3 level cap raises in RoZ). Sky was entirely endgame oriented. Dynamis was endgame oriented. Summoner unlocks were endgame oriented. You got a few more low level BCNMs and that was about it.
Was it CoP? Sure, if you want to be foolish you could state it wasn't endgame oriented.... for the first five chapters of the story. Beyond that? Sea -- endgame. Limbus -- endgame. Dream Dynamis -- endgame. Sure, you got a few more low level BCNMs that weren't story related and finally an option to solo your avatars as a SMN at level 20.... but that's it. Once again the bulk of the content was aimed at endgame.
Ok, maybe it was ToAU? Well, there were a few more BCNMs (recognizing the pattern yet?) and you were thrown a bone by being able to start on Assaults earlier than level cap. But yet again, look at the rest of the content released for the game. Einherjar -- endgame. Salvage -- endgame. Nyzul Isle -- endgame. Outdoor HNMs. Zeni system -- endgame.
Do I really need to go on? Sure, there were a few side things to do (chocobo raising, pankration, racing, etc.) that were just side stuff to do (which exists in most MMOs) and they added additional things to help ease leveling (MMM, fields/grounds of valor, etc. -- again a lot of MMOs so this as well), but the
vast, vast majority of all content released in every single iteration of the game has been endgame oriented.
Nostalgia is a
terrible thing when you let it blind you.
Erecia wrote:
I never cared about the economy to begin with, and was always vaguely resentful that people expected me to care about the economy when "the economy" was just a bunch of crafters trying to take my money to justify the amount of money they put into their craft.
Rare/ex item game always felt more pure to me, and it had been heading that way for ages.
I partially agree because crafters have always taken the playerbase dry. But, considering how the game was originally designed that pretty much you couldn't make money except by selling things to other characters the raw mats market consistenting drying up is a fairly valid concern.
Unless you're a cook. That market will almost never run dry.
Edited, Jul 13th 2013 5:19pm by Viertel