Because they want to? Maybe they play on Saturday with friends. Maybe they like the story. Maybe they fill their house with stuff. Who knows. It's really none of your business why they decide it's worth the money to them.
Impressive. Every word you just said is wrong.It's not the community's fault these people are trying to shove their fish into our peanut butter. Square should absolutely not be trying to cater to people like that, and if they do then the game will die.
SE caters to them right now, with the entire story being accessable in easy content, with no features being gated behind difficult checks, with the mechanics designed to easily catch people up on gear at endgame so they're never far behind being able to do everything, with roulettes tossing experienced people in their groups to guide them through group content, and with the hand holding the game does.
The game has always been friendly to these people since 2.x. It seems to be pretty not dead.
SE management likely disagrees with you. Those people pay the same sub. They use fewer server resources. They don't complain on the forums. They've got a model that largely keeps them happy. That subscriber money gets used to fund things like ultimate, which those folks are definitely not doing. So it's working out pretty well.So your stance is that they can only play 3 hours a week if they're lucky, they don't have any desire to learn about the game whatsoever (even if Square put in some tutorials, gameplay or text-based), they don't have any desire to make friends, annnnd they just want to push the "win" button to either see the story or something. Is that correct?
I'm not sure those people exist. But if they do, **** those people and good riddance. Go watch a movie and be happy instead.
I've seen games that decide that ZOMG HARDCORE CUPCAKE! is the way to go. Wildstar tried that. They listened to their echo chamber forum group of hardcore endgame raiders and focused on that too much in their marketing and at late/endgame in general (there were some downright brutal dungeons at higher level at launch). Those were very quickly the only players still around as everyone else ran out of stuff to do that wasn't overtuned for the casual market and quit. As it turns out, the hardcore raider market isn't big enough to sustain a MMO anymore. Which is why the large scale ones don't do that.
The gap between the people doing savage and the people who can barely do Rabanastre is certainly higher than I'd like, but keep some perspective. The high end tryhards are vastly outnumbered by the people who aren't them. From a financial PoV, if you have to cut one group it's pretty clear which one it is, but a smart game wants to keep both because people enjoy watching top players struggle against stuff they couldn't possibly do themselves. Which is why ultimate was such a success on Twitch compared to how the game usually is on there (basically non-existant).