Famm
Ahn'Qiraj Raider
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I wonder, how many people enjoyed FFXI and the sub-class system? Sub-classes in FFXI was a way to make leveling content re-usable, and gave players the option of checking out other areas they wouldn't normally play in. When I played, my first character I leveled up in Bastok (the human'ish area), and then I leveled up a sub-class in Bastok. However, for my third sub-class (I was a Taru Taru and went Warrior -> Monk -> Paladin -> White Mage), I played in the Taru lands. Playing in the Bastok area multiple times wasn't bad - in some cases I got to play in certain areas more than I would have on one play-through. And then, being able to play in other areas was nice, to get the newbie experience for those other areas.
It felt different than just playing and leveling an alt in WOW, simply because I felt like I was making meaningful progress on my main character by leveling up those sub-classes.
When looking back on my time playing EQ, I enjoyed the journey (leveling up) just as much as the end game points. Part of that was because when you played in a specific zone, you could miss playing through portions of that zone as you level up. Being able to replay through the same zone and have some familiarity, while getting to play through some additional content which you missed seem fun and fresh. Comparatively you look at WOW, and once you play through Westfall once, you've consumed all Westfall content for all time, which makes replayability of the area boring because you've done it all before.
Personally, I think an end-game only MMO would be boring in some ways, plus it diminishes some level of accomplishment of going through the content and getting to the max level. I think the core issue is, getting to max level has become an easier task in the newer MMOs, which diminishes that accomplishment and makes you guys ask "why bother". In EQ, getting to level 50 before Kunark felt like an accomplishment; in FFXI, getting multiple subclasses to max level felt like an accomplishment. That, coupled with a larger amount of choice in how you consume content made it feel a little more interesting. WOW by comparison was somewhat a linear path to max level, and felt easier to do.
You guys have the right idea IMO. Companies and players keep wanting to re-invent the wheel with MMO's. Much of this on the company end especially is simply creating a broader appeal. The genre really still doesn't have ways to move past what worked for EQ and FFXI, games designed around the truth that a player's time investment is the only true risk/reward paradigm that there is, its the currency for addiction, retention and immersion. If anything the genre should be goingbackto leveling as the meat of your character investment. Going straight to item acquisition like the OP wants is ridiculous. You just want to jumpstart the game right where mudflation begins, terrible.Can only speak for myself but I'd be a fan of less combat skills. I'll take a more classic EQ approach rather than the piano playing across 6 full hotbars EQ2 style.
FFXI had a lot of things right, the job system and the playstyles it encouraged being primary in the strength of addictiveness for that game, it rivaled EQ or surpassed it in terms of obsessive investment in character. Playing whatever the fuck different archetype when you need to is a half ass approach for an MMORPG as opposed to a robust multiclassing system like FFXI jobs. You keep the class roles specialized and distinct, meaning you can balance them against each other, which EQ had as well as opposed to everybody-wins talents and skill button bloat. Of course then you also need forced grouping dynamics so that specialized class roles can work with each other rather than all this jack-of-all trades bullshit classes today.
Most people here turned around and left FFXI immediately once they got a glimpse of the shitastic console port UI that didn't use the mouse, favored a controller and required you to write unintuitive macros to be efficient, so they never got deep enough to see how well the job system really functioned and how healthy and cohesive it made a playerbase, the economy, population and grouping at all levels of the grind. FFXI really was more about living and working in the world than about simply raiding and getting +10 betterer purpz every week, which even EQ suffered from eventually in its own non-WoW fashion. Plus the really big events your character did once, and it was like soft twinking for leveling your next job which still had class specific tasks to do as you advanced it and of course true twinking with items.
Add in story and cutscenes and you had players who wanted to get together and do quests not only for the reward of cash or items or access to areas, but because they simply wanted to experience that quest content. There was soft instancing that you experience as a group without stupid ass phasing, and still open world leveling, trains, dungeons with butthole pinching danger...obviously some of that is predicated on death/XP penalties once again with leveling being the content and XP/time as the risk/reward factor, as well as the existence of zone lines for the trains.
I really do believe that all we need back is a refocusing on the leveling game being the game, but most people seem to just want to chase their suits of armor so I guess all that is gone for good.