Originally Posted by
StarlessSky
I think this framing is misleading. This is the relevant section of the interview:
Now, there is certainly a process described here, but that process is about how the workflow functions across multiple departments on the way to putting out finished content. You could argue that parts of it are overly rigid, like that every fight seems to include a fixed timeline or that programmers are the ones making the initial decisions on raidwides and tankbusters so they might be less focused on having the fight feel unique than the creative professionals—I think those are valid points. It's not as you seem to imply though, that the whole of every encounter is working off some cookiecutter blueprint demanding a circular arena and a spread/stack mechanic at some point, etc. It actually sounds quite open-ended beyond the basic constraint of needing to operate on a timer, which I'll admit I wish they did more to change up both in fight and job design. It is kind of depressing to be able to map out the exact GCD you'll be on when a mechanic happens every single pull.
EDIT: I misread the quote at first; it is indeed the battle planners who lay out the initial timeline, which makes a lot more sense.