If there's one thing I've come to hate about MMOs when it comes to ability bloat, it's a lack of ways to comfortably utilize them. A lot of this is a WASD+Mouse thing with numbers 1-5 being the most comfortable to reach for. Some say they modify other nearby keys to effectively emulate abilities 6+, but I've never found that comfortable while trying to keep two fingers dedicated to movement. Some take things a step further, then, and demand specialized hardware, which just adds a couple hundred more bucks to the cost of entry. Lastly, some rely a bit too strongly on add-ons, allowed by devs or not, that can certainly skew the playing experience and usually toward the "easier" end.
Anyway, this leads to an appreciation of things like combo chain systems where instead of having to press 1, 2, and 3 to do a chain, it can remain 1, 1, 1 as the chain progresses. Macro systems that don't flip out when a command can't be executed are also nice, similar to how Rift allows binding multiple commands to one macro where the only real factor is things being on cooldown. So, in a different way, proper rotations can be shortened to less required keys and cut down on needing to be a left-handed virtuoso. On the other hand, you'll still have skills that just really can't fit into any kind of combo, be that by design or the abilities themselves just being too situational. So, we risk going back to square one with control feeling awkward with too many abilities. Unsurprisingly, I kind of miss how XI could be played keyboard only and have striven in the past to try and emulate in other games. Unfortunately, their UI elements just tend to be too mouse-driven or the process itself is too cumbersome. Camera control tends to be a popular counter here, but I'm not so sure, especially with on-screen radars that actually provide sensible info.
So, for me, I don't think ability bloat is the problem in so much as giving us ways to use them comfortably or even antiquate older versions of similar abilities. Yeah, there'll always be that element that proclaims Less = Dumber, but I'd rather have streamlined systems over clunky and needlessly bloated ones. How this winds up relating to the MMO trinity is perhaps its own can of worms, but there's also a part of me that feels tanking as generally portrayed is perhaps becoming antiquated and non-sensical if you stop to consider how you might fight from a monster's perspective. Heavily scripted fights are also becoming a bit of a bane, to which I think some of us can appreciate XI's randomness despite some queues/triggers that exist in the game. I think it's more fun to know what a given mob's abilities does and adapting as they happen rather than knowing it's going to use specific abilities in a specific order in what effectively becomes a dance that makes the lives of healers easier assuming everyone knows it. Don't? Well, welcome the elitist nerd rage and all the random fail/complaint threads that have spawned here over time.
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