NecrosaroIII
Ultimate DQ Fan
I played through FFXIV about 2 years ago and now I'm working my way through DQX thanks to the very awesome fan translation. It is interesting to me that these are both multiplayer games that were designed to be played mostly single-player, though the games go about this in very different ways.
FFXIV's Approach
FFXIV's story is told linearly for the most part. While there are portions where you have some choice in what to tackle first, these sections are relatively short with no impact on the story. Most of the time you can handle quests by yourself. Eventually, you unlock a companion chocobo which serves as a party member that can fit any role.
Duties are the only time where you're forced to party with people and even then it's a very detached affair. You're sorted into parties based on your role. HOWEVER, this is changing. The developers have been working on making it so you can do most duties with AI party members. This started with Shadowbringers but they've since gone back and made it so you can do it for earlier dungeons as well. The gameplay is so streamlined that if you know your role then you should be able to handle whatever the game throws at you without much coordination. Only Savage content really requires contact with other players. In my 600 hours playing, I don't think I ever said anything to another player.
DQX's Approach
DQX is even more anti-social than FFXIV is. First and foremost, the game is a Dragon Quest game. They made zero concessions to change the formula to being an online game, other than setting battles on an invisible timer like ATB. I've finished Ver1 and there was NO reason to party. At any town, there is a pub where you can recruit AI comrades (basically offline players). You can't control them directly, but you can set their behavior through the Tactics Menu, so it ends up feeling like DQIV NES. Where the multiplayer content really comes through is in slice of life content like housing or the market place. But otherwise this is a single player DQ that had multiplayer components on top of it.
FFXIV's Approach
FFXIV's story is told linearly for the most part. While there are portions where you have some choice in what to tackle first, these sections are relatively short with no impact on the story. Most of the time you can handle quests by yourself. Eventually, you unlock a companion chocobo which serves as a party member that can fit any role.
Duties are the only time where you're forced to party with people and even then it's a very detached affair. You're sorted into parties based on your role. HOWEVER, this is changing. The developers have been working on making it so you can do most duties with AI party members. This started with Shadowbringers but they've since gone back and made it so you can do it for earlier dungeons as well. The gameplay is so streamlined that if you know your role then you should be able to handle whatever the game throws at you without much coordination. Only Savage content really requires contact with other players. In my 600 hours playing, I don't think I ever said anything to another player.
DQX's Approach
DQX is even more anti-social than FFXIV is. First and foremost, the game is a Dragon Quest game. They made zero concessions to change the formula to being an online game, other than setting battles on an invisible timer like ATB. I've finished Ver1 and there was NO reason to party. At any town, there is a pub where you can recruit AI comrades (basically offline players). You can't control them directly, but you can set their behavior through the Tactics Menu, so it ends up feeling like DQIV NES. Where the multiplayer content really comes through is in slice of life content like housing or the market place. But otherwise this is a single player DQ that had multiplayer components on top of it.