
Originally Posted by
Acidblood
Except 'finding something that works' requires thought (including no small amount of forethought), planning, accurate implementation, and iteration (before setting it in stone and going live!) ...
PotD / HoH is a good example of this. It has thought put into it, works as an alternative means of levelling, provides something new with randomness and 'special' items (pomanders), was reasonably accessible (small group, fixed or matched party, up to 1 hour at a time), and even provided a challenge for those that wanted it (solo, higher level floors). Thus, it was reasonably successful.
LoV / Diadem / Eureka are more examples of throwing s*** at a wall and hoping people mistake it for 'art'... The issues (documented endlessly on these forums and elsewhere) with each of these pieces of content were obvious as soon as people started playing them (how could SE not foresee this?!?), none of them filled any sort of content hole (still waiting on my 'challenging dungeons' SE), or really even added anything new to the main game (Diadem was literally deleted for a while to no ill effect). Thus, is it any wonder they failed as they did? Or that they are so generally disliked given what we have, both actually (dungeons, proper relic quest) and potentially (improvements to triple triad, chocobo racing), given up or missed out on for them?
So no, the problem is not innovation, the problem is innovation without proper thought behind it... and if SE is incapable of such thought, then there is no shortage of ideas on these forums, and from other games, for them to blindly implement (though one would hope they are at least a little bit selective and thoughtful about it).