The clan primer and hunts really don't count as any more immersive than anything else, imo. Especially not more than XIII's hunts which are literally the exact same thing except you (thankfully) don't have to go back to the stone that gave you the mission after you kill the mark.
The Marks of FFXII are superior to me because each one is a story in and of itself. The reasons why the monster has to be hunted, coupled with the unique history of said monster in relation to the person, and then how they're described as a species makes each hunt unique in and of itself. Yeah, its a pain to back track, but its paid out in terms of knowing the history of why the monster went nuts, why the person had to have it killed, etc. They range from humorous, to sad, to interesting, to also pretty cool. It's not just "go kill this monster for gilz" you actually get a story out of it, and then a description of what made the monster what it was. It's just an incomplete story and they all start to just sound the same.
There was a lot of potential in having to take up the focci of other fallen Fal'Cie but I don't think they truly realized the potential in that regard. They kinda did, with you getting to read the epitaphs of what the Fal'Cie thought/said in regards to killing the monsters they had to, but because you're just well...reading what's going on, and then that's it. It just...kinda seems a bit empty. They had a good idea there, but then it just fizzled.
Again, I get your problems with the towns thing. And XII totally had some of the most alive cities of an Final Fantasy to date. But in terms of minigames and immersion, I think you're holding XIII to a higher standard than you are other FFs.
Not really. Again, presentation and little things go a long way. By actually making you feel like you're participating in the every day world of Ivalice by joining a clan, doing the work, seeing the people, and going back and forth, it sets up the whole interaction with the gaming world. The Carrot Mob Hunt was hilarious. As was the Trickster one. Another hilarious one was the Mandragora family. All the little things like that, made FFXII's mob hunts more than just killing the monsters.
(I liked FFX-2, too. But not really any of the minigames. I don't boot up X-2 to play a game now and then like I do with VII to play Snowboarding)
Dude, the Gunner's Gauntlet was awesome. I loved that one. As were the Cactuar Hunts. I mean there were lots of cool shit to do, especially on the Calm Lands.
Mog, I totally got what you were saying about feeling literally tired since the first 25 hours of XIII is one long dungeon. There is no breather, I absolutely agree with that. I just don't think the lack of breathers means its this shadow of an FF. Its focus on combat is every bit as heavy as XII's and others.
Eh, I can't say that. Because FFXII did give you breathers
It was focused on combat yes, but it didn't just drop you in a lake of monsters and just say "Swim or die, kay?"
Its immersion is certainly not like XII's or VII's in terms of interacting with the populace, but I still found myself (and I pretty sure MOG did for a little while there) immersed because its kind of interesting. The god status of the fal'cie for humans and the variety of functions they served and their motivations for doing it was pretty interesting. And the database is pretty extensive and interesting, I know I read all of it.
And that's a testament to its story. I never doubted that FFXIII would have an engaging story, and that's great. But a story can only take a game so far.