I knew a lot of people in XI who didn't have any intention of ever trying for relic weapons. The fact that relic weapons existed as content didn't make them up and quit the game. They just did other things they wanted to do instead. I knew plenty of people who managed to get by without a Ridill, Red Pants, or Koenig and it didn't stop them from playing. The way your wording comes across it sounds like you think if they added long spawn timers for some NMs everyone would quit, and I don't think that's true. I wouldn't argue that all NMs should be long spawn timers, but the NMs that are long spawn should drop some very rare very good items.
FF XI is also probably approaching the end of its service life. The fact they are opening the game up and letting more casual players to obtain the harder to get items is a reflection of that, and not a repudiation of long timers as an element of content.
With endgame content even though people like different things a player will help with an event they don't like knowing that others will help them with the events they do want to do. Its important to appeal to a broad range of players and attract a large group of people for us to group with and make the events we want to do possible. I agree with the theme park analogy, but I think the park should be somewhat balanced according to the player population. That means if 30% want short easy content, and 30% want long hard content and the rest want something in between then that's your design breakdown.
I wouldn't expect SE to develop content for only one person if that's how many people wanted it.
As much as I loved it as an event I think XI went overboard with dynamis, and future events like limbus and salvage reflected that in their design. Its important not to go too far in the other direction and take the game out of the game though.


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