maybe a more accurate phrase to get the idea across is "cooperative" game?
the issues with jobs being essential but not drawing in enough players to fill the gaps is a fascinating one to me because the contemporary dev answer seems to be making them less essential rather than making them more fun, interesting, or engaging. FFXIV's tank/heal issues come to mind, and i have plenty of suggestions for how to fix that because that game is new enough to have some wiggle room in design.
but XI's BRD looks like it's pretty boxed in at this point. songs work the way they do, that's extremely unlikely to ever change, and the way songs work is often confusing and annoying when it comes into contact with Oopsie! situations even if you spend the time to figure it all out and practice in advance. like with COR, they've worked in enough buff duration to make buff maintenance less of an all-consuming focal point, and the other things that BRD and COR do are....gain TP, spend TP. unless you're dealing with really specific gaol fights that have their own design issues. so, quite literally, what any other DD does but with more responsibilities and more steps.
part of why i really enjoy WHM in XI is that its buff maintenance is staggered out so i get that feeling of keeping the plates spinning on top of being strategic with decision-making under stress. deciding when and where to refresh a buff, top someone up, clear a low priority debuff, pop an important prophylactic JA, etc. is fun! and because newer games take more role-agnostic approaches XI is one of the last places i can get that experience.
