
Originally Posted by
WhiteArchmage
I feel at this point new TYPES of content may be the wrong way to go further into the expansion cycles. Diadem was interesting the first time, then Diadem 2.0 was... not, Eureka was a throwback to XI and it's controversial, to say the least (my ex absolutely loves it, even if he complains about BA, I haven't even unlocked mounts in ANEMOS, it's the first time I haven't done a relic), not to mention Eureka had a very troubled production, with Anemos releasing incredibly late in the expansion. PotD is fun, as is HoH, but they're side content to the game at large... which is kind of the problem: there's a lot of SIDE content.
So for regular content you have MSQ, dungeons, and raids (8 and 24-man). Then side content is PvP, Gold Saucer, housing, BLU and future limited jobs, Eureka, Deep Dungeon, Ultimate trials, crafting/gathering... I'm not agains thte side content, of course (except locking relic behind Eureka, maybe limited jobs), but adding a new type of content every expansion and bringing it back for the next ones is a recipe for madness: there's gonna be a point when the devs have way too much on their plates to keep the content cycle going. BLU will reach lvl60, then more stages of Masked Carnival, then, say, BST is another limited job, so there's more content to make to play BST, while they're trying to balance the relic quest, more Eureka-type content, new Deep Dungeon, new GS attractions... no matter how much or little development time each uses, it's eventually going to add up and be too much.
At this point the best thing would be to either increase the development time between patches, getting a bigger team (including designers, QA, etc.), or focusing on a more limited, more polished, amount of content