Professor Dyrwydi wrote:
I get that a lot of players really enjoy the experience of leveling from 1-50, but I don't think that this is what SE really is focused on. Leveling is a way to learn the basics of your class, not "the game." The "game" doesn't really get moving until 35+ and even then, SE seems to have been more "throwing a bone" than actually building out the game at that level. 50 is where the game starts, this is what they are developing for. This is where they want players because it gives them the greatest amount of freedom when designing new content. The same can be said of nearly any other FF game. The "non-linear" content does not show up until you reach upper levels - not always lvl99, it is often in the 50s that things begin to branch out all over the place. I am pretty sure that the same is/will be true of FFXIV.
The trick has to be in staggering the rewards for progressing up the leveling ladder, however. It can't just be a barren wasteland from 1-49, with 50 being the only substantial reward for leveling.
In FFXI we had minor rewards for progressing up the level curve:
Level 1-9: Just get to 10 and end this solo slow exp so I can join a party where the real exp starts!
Level 10-17: Can't wait for 18 so I can get a subjob!
Level 18-19: Oh man, just a few more levels for Chocobos and I leave this godforsaken desert for the awesomeness of Qufim where the real exp starts!
Level 20-24: Come on 25 and Yuhtunga, where the real exp starts!
Level 25-29: Just get to 30 already so I can get my advanced job and join those awesome parties, where the real exp starts!
And so on, and so on to 75, or what was 75 when I played.
In FFXIV, we had ... nothing. Well now we have 25 for chocobos, which is a huge step in the right direction, but what incentive do players have to level beyond 25? Or to even be at level 50 at the moment?
The game can begin to branch out and "start" as the player approaches max level, but you can't have all the rewards exist solely there. Edited, Nov 9th 2011 4:04pm by Whales