Final Fantasy XIV stands unapologetically against all of these trends trying to make the genre “better.” The game charges a subscription fee. It allows for easy switching between classes, but those class roles are still quite rigid. It gives your character a personal main quest, but it still requires you work with other players in conventional dungeons. It has cut scenes and explanations for that main quest, but almost every other quest is essentially “go kill five antelope.”
Surprisingly enough, ff14 gil is actually better for avoiding the pitfalls of modern MMORPG design. That’s because the attempts to add accessibility to MMORPGs demonstrate a fundamental misunderstanding of how the genre works. The gameplay systems in the best MMORPGs are intentionally rigid, controlling player behavior to make the game work as a multiplayer experience. They’re designed around long-term planning, building expectations, the introduction of new things to work for, and work leading to reward.
In that respect, MMORPGs are more like strategy games like Civilization than most other games. These are not the kind of games that are made better or more fun by increasing accessibility or letting players earn rewards more easily. It’s about anticipation, planning, and breakthrough, not the act of playing itself. Final Fantasy XIV understands this more than any MMORPG I’ve played since World Of Warcraft back in the Burning Crusade days.