
Originally Posted by
ringthree
WoW vs. FFXI is so 2005. Both have really good things about them, and really bad things about them. They are also incredibly different, and in many ways the same.
This is what I have learned from years of these threads:
1. People that go to the other games forums to enter the debate are horribly biased. These are the worst fan boys, because they are willing to venture out into foreign territory to spread the faith.
2. It's never as bad/good as it sounds. Exaggeration is the name of the game, and if you try to be realistic those that are willing to engage in extended soliloquy will always win the day.
3. Progression, end-game, raiding, instances, obsolescence and fun all mean different things to different people. Just look at game reviewers. People that review these games only see an amazingly small fraction of the game and game-play then give bold-stamped ratings as if you can even rate a game that has been in perpetual existence for 3+ years. Even on the issues that people can agree on the definitions of, they don't agree on the importance of those issue.
4. What's the freaking point to these threads? FFXI is dying, WoW is dying, all games are dying. There is a Fight Club quote to be had here, but in reality for MMO's both FFXI and WoW are doing amazingly. If you are having fun, you will continue to play. When it is not as fun, you will stop playing.
But in the spirit of this thread here are the most obvious of points that are often missed in the minutiae.
For FFXI: Job System. Fundamentally, one of the best decisions ever made in game design. Creates attachment to one character, and avoids alt-itis. Allows job buyer's remorse without having to reroll. And even though there was some job bias earlier, it has pretty much reduced this to a dull hum because a player can always level another job. Non-bright spots: it takes forever to level in FFXI compared to WoW and then you also need a subjob.
For WoW: Perfected Instancing. Although WoW didn't create the idea of instancing they made it into a system that everyone copies. Instanced zones allows unique experiences, without risk of MPK or mob theft. Instances can be turned into anything that they desire. Non-bright spots: Open world is often fun, and even with the wide open options that instancing provides, Blizzard hasn't actually been very creative with the raid.
So, ultimately, this entire discussion is useless if we don't use it as a way to make suggestions to the developers on how to improve each game. If we just use this space to debate how Einherjar is or is not better than Karakzhan then we really are comparing apples and oranges.