Phase 1.) The game is new, it has some complexity coupled with much jank but promising start.
The community has yet to grow consisting primarily of mix of dedicated members and newcomers searching for new stuffs. Tis more of wild wild west as social groups begin to form.
Phase 2.) Jank and awkwardness is steadily removed as developers become more knowledgeable and confident about what they desire.
Community size begins to stabilize, some have left while others remained. Those that remain become passionate about this new world that they are falling for. Social groups have formed and play style is established. As game is no longer new expectations for performance arise, baseline is set for such performance.
Phase 3.) Budget has increased thus development team is free to do bigger and bigger things. Wishing to not only maintain previous growth but experience accelerated growth the priorities shift. Complexity is one of first things deemed "reason for lack of explosive growth" and is summarily gradually removed. In effort to attract more players "gatekeeping" is seen as issue. The great dumbing down has begun though not enough to draw complete ire from games dedicated following. More new players join into the community and pre-acclimate to these changes as it is all they have known. The first signs of a schism begin to form within the community. With so many new ones the bar must be lowered and so it is, and so it is. New baseline of acceptable performance is established much to chagrin of others but they acquiesce.
Phase 4.) Growth was not sufficient, it never was. No for the investors have seen the potential and now they desire more. Because these ones lack proper understanding of game development they assume it was the reduction of complexity that made the game more approachable. They do not understand. They assume wrongly. Nope! Surely it could not have been the bigger budget, the voice acting, the larger areas and spectacles. They fail to understand the nature of organic growth so attempt forcing it. The paradigm shifts massively towards complete reduction of the complexity that kept players sticking around. Previous schism in community further widens as it nears the boiling over point. So many new ones have joined as the game experiences explosive growth. Stockholm syndrome sets in for those that have been around from the beginning, those who invested much much time. Players new and old seeking challenges conflict with others who simply do not care. All parties grow increasingly jaded.
Phase 5.) More of the same commences for aforementioned reasons. Yet more complexity is vanquished in favor of higher and higher profit margins. The community reaches the breaking point as fighting amongst different social groups peaks. The bubble will burst soon, and this is where we are now.
Phase 6.) The future. Nothing changes, again yet more complexity is removed. The game becomes easier to play, the grind grows worse, a downward spiral into oblivion doth commenceith. Past content is now so irrelevant that not even new players care for it anymore. The rush for end game overtakes the community and is positively reinforced by the development team. With everything the old community loved stripped and burned away the first major exodus begins. Now only the more casual players remain. The players who assisted in lowering the bar are all that is left, with possibly a handful of jaded veterans clambering for the good'ol times.
Phase 7.) The publishers notice steady decline in subscribers, they commence operation "Try random things, try everything! Get them to come back please! The investors will not leave us alone!" So.. the development team tries only to be silenced by the executive staff. More of the the thing that worked the first time they cry out! Dumb it down more! Make it more accessible, you did not make it accessible enough! Now not only is there conflict within the community but also within dev team. At this point developers begin leaving the project or are contemplating such. Many casual players abandon the game as they were only here for the story, or for the experience of something new and all that end game stuffs it is just too hard. Something new and shiny just released so away they go.
Phase 8.) Several conclusions are reached about why the project failed when it had been doing so well. Just two no three phases ago it had so much to gain and nothing to lose. What happened to the explosive growth? Why did it forsake us? Ultimately it is decided that people just did not wish for more FF14. Traditional mmos or traditional mmos wearing the Final Fantasy moniker are no longer profitable.
Phase 9.) Announcing Final Fantasy Mobile Edition! Now more casual then ever, it even plays its self. Come one come all for all are welcome here!
Phase 10.) Final Fantasy Mobile Edition is not meeting expected margins. Final Fantasy XIV Classic has been announced.
You are welcome.