No, it's a fact of engineering and software engineering is no different.The basics of it, from an engineering perspective, is that you get two of the following: fast, cheap, and good. If you want it fast and good, it won't be cheap. If you want it fast and cheap, it won't be good. It's a bit simplified, since things exist on a sliding scale rather than explicit binary attributes, but that's how it works. The same principle applies to game design: you either get lots of options, high quality/balanced options, or profitable development. Since SE is a profit driven company, one of the two choices has been made already; all that remains is whether we get a lot of options or high quality options.
Also, it's not a fact just because I say it's a fact. It's a fact because I've learned it over years and so has everyone else who's actually dealt with this stuff. You may not like it because you live in some fantasy land where you can get everything you could ever possibly want for next to no effort, but I, and the development team at SE, live in the *real* world, where you have to play triage. You don't get to have everything so they played triage: they chose to provide high quality content rather than providing a whole slew of options.
You must not have read what I stated later on. If you had, you wouldn't have said this because I specifically addressed this.Following your train of thought, WAR as choice for tank should not even exist, because it is clearly less optimal than PLD. Merely an illusion of choice.
The difference between a WAR and a PLD is not an illusion of choice. The illusion does not exist because they play *very* differently. The numbers on a piece of gear, on the other hand, are not. They do not appreciably impact the game beyond the mathematical. A WAR and a PLD will never play anywhere close to the same; gear with a lot of Determination and gear with a lot of Critical Hit Rate, on the other hand, will play effectively identical. There will be minute differences in stochastic and mean performance, but there isn't really a major difference.
You *really* don't understand the whole "triage" thing, do you? Asking for a shitton of well designed gear means that you're taking resources away from other stuff that people want.Or I dunno, you could create bunch of well designed gear!
Except that they're not. Numbers are the fundamental balance construct, but they do not control playstyle or theme or the massive number of other design choices that actually create differentiation. The difference between a piece of gear with 12 Determination on it and 18 Critical Hit Rate is numbers. The difference between a PLD and a WAR, not as to how well they tank, but the actual difference in how they play, perform, and everything *else* attached to them, is not. Changing numbers does not create appreciable differentiation.Numbers are everything. Literally.
And even simpler people act as if, when they make a choice, that it wasn't made for them beforehand. Choices are nice, but only when they are actual choices. Choosing between death and cake is not a choice. It may *look* like a choice, but it is not.Simple people don't care about choices.
Choices *matter* but only when they actually *matter* and aren't effectively predetermined. If you were offered the chance to deal 5 damage every 2 seconds or 10 damage every 4 seconds, the choice doesn't really matter (which is what you're asking for). If you were offered the chance to deal 100 damage with an attack or 5 damage with an attack, the choice is effectively predetermined. Offering a plethora of differently itemized gear options doesn't create choices that actually matter. If the stats actually have an impact, the answer is predetermined. If the stats end up exactly the same, the choice doesn't matter.
Because of this, there's no real point in creating a massive slew of gearing options. The only reason you could ever get stuck on this is if you're too obsessed with the idea of making choices and deluding yourself into thinking that they actually *matter* that you don't give a shit about what is actually entailed in providing you those entirely redundant options that you're insisting be put in simply to assuage your ego so that you can feel like a fancy MMO player because you made a choice between two pieces of gear that are, for all intents and purposes, identical.
Except that there is a *massive* difference between player housing and vanity items. The *point* of those items is in the variety of pointless choices. You don't put plaid curtains in your player housing because they provide your house with +1 protection from sun. You put them there because they look nice. You don't choose to ride your Reaper rather than your Chocobo because the Reaper is faster. You choose it because you like riding magitek armor more than you like riding your armored battle chicken. Those choices do not impact the balance structure of the game.They cut that out because of the time constraints you mentioned earlier and also because it was simply less work for them. Lot of that useless crap, for example housing and vanity items, that will be steadily flowing back too, because that is what the large quiet masses want. More customization, more unique snowflake.
Gear, on the other hand, is chosen explicitly *for* the mechanical advantages it provides. Offering identical options for gear means nothing because that choice isn't going to matter. The choice needs to have purpose. Huge amounts of gear options don't provide purposeful choices because the mechanical differences between them are either nonexistent or actually present, wherein the choice is predetermined.
If you seriously think that comparing gear options with vanity options makes *any* kind of sense, you've got no place being in this argument. It's completely nonsensible. Either you decided to make one of the most ludicrous strawman arguments possible; you're seeking refuge in audacity, hoping that going so far into left field that no one would want to follow you to continue the argument; or you seriously have no idea what you're talking about.
I've met plenty of people that think like you do. They think that they can magically have everything because they're completely oblivious. You're one of these people. You're oblivious, and, after having pointed everything out very clearly several times over only to have you to me that *I'm* a simpleton, the only possible reason that I could come up with for you to *continue* to be this oblivious is that you're willfully remaining oblivious so that you don't have to change your worldview to account for realities of real life.