There are a plethora of heroic jobs to do besides fetch,deliver,kill, and escort. Lifeguards, firemen, treasure hunting, feeding starving npcs, through raising crops or animals, uplifting depressed npcs through skilled empathetic conversation.
Just so you know, I'm only level 12 and I've already had quests to feed starving npcs, uplift via emotes, and treasure hunting. I've also had quests where I had to wear certain gear, where I had to pick up items which spawn mobs to kill, and quests where you had to obtain certain items to give to an NPC, and quests where you have to go into an enemy camp and collect treasure coffers. Still not crazy innovative, but they are more varied than what you'd expect. I do agree they could use some more interesting ideas for quests though, there are considerably more generic quests than unique ones.
My take on some of those are they're just the XYZQ paradigm in some form or another. Treasure hunting? Fetch quest with a shiny coat of paint. I'd call being a lifeguard/fireman/foodnazi a derivative of the escort/defend angle. I'd also say there's a point where you need to ask: Do you want what the MMO genre has established with its roots in RPGs and similar gaming, or a poorly done farming or animal raising simulator? Bluntly, given what I've seen with XI, I don't trust SE to do either of those well. Costume/Vehicle battles weren't mentioned implicitly, but I also have a tendency to hate these with a passion because they usually wind up stripping me of abilities and progress my character has made just to shoot napalm, fly or whatever. Watching said stuff in a CS is usually okay, but just as I don't trust the game to foster a good farming sim, I wouldn't expect a good flight/race/mech game. Those games simply do those things better and will forever be a point of comparison. I'll also be a ***** and wish to preserve some element of immersion. Gag items like the swordfish great sword from Aion? Do. Not. Want.
Sand essentially touched on a bit of the why beyond personal preference, though, time and money. XIV has been an anomaly in gaming development these past couple years with over 200 people on the staff both maintaining 1.0 until its closure and working on 2.0. No doubt, once the game launches, people they have there are going to be reassigned to other games or fired. Ultimately, this is where the game's foundations are important when it comes to doing more with less people. To be honest, I'm a bit puzzled on what's wrong with FATEs in principal, as someone also hated them in Rift. Being familiar with that game, I have to question that. It is something that shakes up the monotony of questing and, in Rift's case, gave you something to do endgame as an event chaser. Were all the events fun and creative? No. But I also propose that anything you do 5+ times is going to start looking dull. Like it or not, MMOs carry with them repetition. What SE needs to be careful about is trapping people into one kind and only letting progress come from one source. THAT is my worry about endgame, because I can tell you right now my life does not permit committing to a nightly schedule of events, let alone uninterrupted play when I do sit down. And while I also believe "endgame" to be a misnomer in MMOs, inevitably people will hit level cap on one job or many. Stuff to do there needs to keep coming, always, and not solely in expansions. Otherwise, when I see a slew of things I "can't do" not because I'm a sh*tty player, I lose motivation to want to throw my money at a sub.
Obviously, if we had the chance for every major questline to be a grand, cinematic experience, I'm sure we'd all take it. However, the time and money reason with a dash of decades in gaming have basically left me numb to what a plot actually depicts. I sincerely hope XIV avoids the stereotypical glut of kids constantly saving the world (with our help) or even the heroine-per-expansion fetish XI had. At the same time, just because I've seen a hell of a lot from creative media, it doesn't mean seeing some of the same things again is a bad thing. Presentation is key. I'm okay with being a nameless adventurer scrub at the start trying to make a name for myself in Gridania. In fact, I'd probably be pissed if I was saving the world right off with just a couple abilities on my Lancer. If Bahamut didn't do the job, how could we seriously expect some random mook to pull it off?
After around 30 years of playing video games, I have clearly missed something because everyone on these boards saying this game is easy are far, far better gamers than I am.
Given my own time on the proverbial block, I'll just say people have a tendency to grossly exaggerate when it comes to matters of difficulty, lack thereof, and reasonable expectations of time within MMOs. I can't speak for the quest you later mentioned, but it's possible it is on the harder side. THM may also be not as level friendly solo as a GLD. I don't know. For now, I just roll my eyes at all the "too easy" or "too lame" remarks for pre-30 content. Anyone who's played XI knows SE can be ******** with mob difficulty. There WILL be tough stuff, but tough for the guy who plays 24/7 with max everything? Probably not. These people also need to acknowledge they're not the majority. Edited, Jun 15th 2013 3:15am by Seriha