The concept of bite-sized content releases has impacts beyond just “how soon will it be available and/or consumed?” These micro-patches are enjoyed by some people because they bring some order and structure to the patch cycles and make sure you’re not overwhelmed by too much at once. I take the alternate view and just replace “overwhelmed” with “immersed.”
In terms of the player experience, I’ve always been fond of the classic EverQuest model, which I think was perfect at the time Shadows of Luclin launched. This expansion gave you an entire celestial body (the moon Luclin) to explore at your own pace and in your own way. Yes, it was entirely possible that early on you would go down a route that didn’t have the “best loot” or “best XP” or whatever. You might wander into monsters that were too hard for you or through an area that had environmental effects you weren’t prepared for. You probably even died by taking a wrong turn. But in all of that, you were *exploring*. How did you know you found a raid zone? The monsters tore your face off and you knew to bring friends next time.
Contrast that with “A new 8-person raid for level 70 characters has been located at (X,Y) in ZoneName” in the patch notes.
From a utilitarian point of view where time spent wandering is wasted and deaths are frustrating annoyances, the FFXIV route has more appeal. For a Bartle Explorer-Type player, funneling the players down a narrow hallway (haha unintentional FF13 joke) of content just means we’re being deprived of a huge chunk of what makes a virtual world exciting.