I really meant that question to be more clearly just rhetorical, but fair enough. Good points.
My concern is when an entire design philosophy (e.g. anything but pure instanced gameplay hub worlds) is outright rejected by a given set of the playerbase when it may have far less effect on them than they assume. And the "there are other games you could play" advice, while generally accurate, isn't effective in the discussion of broadening any target audience, with or especially without sacrificing quality within its so-called niché. Yes, there are other games that have more interesting open world models that might appeal to me or even less openly interactive ones that might appeal to others, but those models are just a part of what make their games. I can't play with my Asura, female humans models, practical but attractive starter gear, gliders, lore-filled world, or even my concept art hype from GW2 without its overlying endgame meta, Fractals, Ascended Gear, etc., but that doesn't mean that the two parts necessitate each other; the prior does not necessarily cause the latter. And at the same time I cannot presently play with the animations I so love from this game with the semblance of a living, immersive, or emergent open world, but that is not to say that there is something in the art assets that prevents or makes unfitting any of those things. If anything, XIV has had a much shorter time and total update output compared to most of its spotlight competing MMOs to show that its development has been in the direction of making XIV all it can or should be. Its niche is, necessarily, less a process of self-tailoring or purposed reiteration towards a final goal, than other, longer historied MMOs. And even then, at least to me and seemingly to many others I've read from on this forum, its updates show comparatively lacking proof of long-running or manifest design. Any so-called "best fit" in whatever systems or niché to the assets that otherwise make up XIV has yet to be solidified. It is a game still in development, as almost every MMO is to some extent. At least it still has the chance to seem genuine and ambitious about that development, as opposed to, say, the push and pull of various decisions, take-backs, reshapes, and reskins that WoW's design iterations have become notorious for.
But that's not even the biggest thing. To return to the beginning, let me just reiterate that focusing on any given niché is not as necessary as many make it out to be. There are various shades between whatever two extremes that each side can read as favoring of meeting the needs of their side, rather than as a muddied compromise. Phasing is just one such example. Instancing and open world don't have to be in conflict; nor, even, do personal resource use and community effects on resources (see personal mining nodes, tracks, or suggestions made on such systems). In other cases, one side can be supplied without harm to another. Look at so-called "non-combat" abilities that have nonetheless built up identity for numerous MMO classes. The only possible conflict they could have with the combat abilities is bar space, which XIV has shown minimal care about as is and still have available solutions such as staged triggers (LB>RB or RB>LB, etc.).
To say that a game is necessarily one niché or another when it has so much that is yet untapped denies it the ability to progress. To deny entire player types access to a game's assets, still conceptually divorced even if packaged with those niché-like systems, when you could appease both sides is financially unsound. And to stop short of feeling out the proper balance of such systems, and appealing to a maximum number of player types—not just the mean, not just the mode—based on those assets that really make your game... that stops short of the ambition I'm fairly sure we'd all want from an MMO.



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