I also preferred the gameplay (preferred more in theory than actual execution. Ff14 has grown MMO-y in a way that I found loses a lot of core Final Fantasy DNA. Getting rid of MP growth for example, probably makes technical sense but it just feels... really really lame.)
From a design perspective I found FFXI wildly more interesting than FF14.
But then I have major issues with the continuing direction at Square tending toward cosplay first design philosophy and intense particle effects.
But another is opened up by a high walkway accessible only by a dragons high jump or a ninjas double jump
Extremely difficult to implement but I desperately need mmos to consider traversal as a potential gameplay pillar
One thing that would improve my experience playing #FF14 that is probably impossible to implement is if all jobs gained an addition movement option to add to new dungeons and field exploration
For example
Ninja: double jump (double press jump)
Dragoon: high jump (long press jump
It would be fun to have additional field exploration options and make dungeon pathing more dynamic when specific classes can open movement through specific pathways.
For example, one route is navigable with a warrior and their charge movement, smashing through the wall
Ultimately though I'm posting all these thoughts about #naddpod here because I don't have a group chat to hyperfixate about #dND into (@caldy incidentally Hyperfixation in the Group Chat sounds like a ska band to me)
The main takeaway for me though is that getting into the weeds of what's irl possible is a discussion that should be done outside of an actual session if it should be done at all, and the conversation should prioritize what's fun for the table above what's possible in reality
1) Final Fantasy IX
Everything about #FF9 is perfect (hyperbole) except the final boss, which is a fun fight, its just out of nowhere.
Great characters, silly story and visuals that will punch you in the heart over and over.
Slow combat and limited customization tho
17/18