Part of that is technology limitations, X was one large road but XII had more breathing room to wander around. Also, you can't yell at airships in XII; everyone knows you don't really have one But lets try to stay on topic...

I guess we should define what "invisible walls" means to us. I found the obstacles blocking you were far more realistic, deep rivers, steep mountain walls, deep cliffs. (Giza didn't just have tall grass, past the grass is a swamp.) Its not like CC or X where you are walking on a field and suddenly you hit an invisible wall. Visually, you should still be able to walk forever in the distance but this "invisible wall" blocks you.

Listen, XII did the best it could considering its technology limitations, and to be honest, XII has major pacing issues as it is. Adding the ability to to climb and swim over obstacles to get to pointless areas would easily cause more issues with the pain the ass casual market as it is. I agree that I want more optional towns and dungeons, but XII actually has them more so than any FF since VII.

VIII was a game I never felt had a good world map to begin with so you lost me with your explanation. I never bothered exploring VIII's world after the first playthrough cause to me it was mostly empty. Especially in comparison to previous installments. What little it had offered was hardly worth it in my opinion except for a few GF acquisitions.

I would certainly love a world that is fully explorable but fact is, technology is just not able to keep up with the idea just yet. Perhaps if SE decided to go with a less constraining visually style (less photorealism more cel shaded) it would be possible. I doubt SE will though. Considering how piss poor world design has been in the genre for the last 8 years, I felt XII is the first step in the right direction. I still have nightmares of XIII being on rails like X was...