Results 1 to 10 of 267

Hybrid View

  1. #1
    Player
    Felis-Silvertis's Avatar
    Join Date
    Oct 2021
    Posts
    9
    Character
    Felis Silvertis
    World
    Faerie
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by LittleImp View Post
    I agree that they're chasing the entirely wrong demographic.

    The game's population exploded over the past year, due to a massive influx of people interested in the game because it's an mmorpg. Timid, single-player 'holdouts' are a drop in the ocean in comparison, and not worth potentially compromising an opportunity to please a demographic that is already known to be highly active and lucrative. This feels like another example of the developers being largely out-of-touch with the NA/EU playerbase, where most of the population expansion has been focused.
    This is the prime example of confirmation bias.
    There are of course lots and lots of people whose mental picture of an MMO is 14 year-olds furiously typing "your mum" in chat and they wouldn't touch this genre with the barge pole. Tapping into that market is a smart business strategy.
    (5)

  2. #2
    Player
    LittleImp's Avatar
    Join Date
    May 2019
    Posts
    1,204
    Character
    Lil Imp
    World
    Goblin
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Felis-Silvertis View Post
    This is the prime example of confirmation bias.
    There are of course lots and lots of people whose mental picture of an MMO is 14 year-olds furiously typing "your mum" in chat and they wouldn't touch this genre with the barge pole. Tapping into that market is a smart business strategy.
    The world doesn't work this way. You can't just decide you want to tap into a demographic, stick a bendy-straw into it and start magically sucking out all the money.

    You have to create a product that appeals to that demographic, and partially retrofitting a subscription MMO into an extremely suboptimal feature-incomplete singleplayer experience absolutely isn't going to do that. Do you really think someone who's primary interests are games like God of War, Horizon, or The Last of Us is going to come pay upwards of $90 usd ($60 usd for the complete edition, and a few months of subscription to complete the msq) to play through this games story? You'd be paying an insane amount of money for what is essentially half of a game. At most, you're going to appeal to an incredibly small demographic (which Yoshida himself defined) of Final Fantasy holdouts who don't want to play the game because it's an online game. Amusingly, many of these supposed holdouts already play the game, further shrinking the supposed target demographic.
    (12)
    Last edited by LittleImp; 02-23-2022 at 12:20 AM.

  3. #3
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,649
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by LittleImp View Post
    The world doesn't work this way. You can't just decide you want to tap into a demographic, stick a bendy-straw into it and start magically sucking out all the money.

    You have to create a product that appeals to that demographic, and partially retrofitting a subscription MMO into an extremely suboptimal feature-incomplete singleplayer experience absolutely isn't going to do that. Do you really think someone who's primary interests are games like God of War, Horizon, or The Last of Us is going to come pay upwards of $90 usd ($60 usd for the complete edition, and a few months of subscription to complete the msq) to play through this games story? You'd be paying an insane amount of money for what is essentially half of a game. At most, you're going to appeal to an incredibly small demographic (which Yoshida himself defined) of Final Fantasy holdouts who don't want to play the game because it's an online game. Amusingly, many of these supposed holdouts already play the game, further shrinking the supposed target demographic.
    A further addendum to this is the lack of long term retention. These story centric hold outs are likely going to quit once they've completed the MSQ, which calls into question if the investment will actually pay dividends when the pool is already extremely shallow to begin with. They're clearly banking on these players becoming hooked enough to stay subscripted far beyond the MSQ and possibly dive into other content. Which could happen but does seem like an odd choice to focus on over the existing playerbase. Granted, FFXIV has always put a lot more investment in attracting new players than retaining old ones.

    Quote Originally Posted by kaynide View Post
    The devs have the retention numbers, and I believe they understand what the majority of players actually do and what tends to retain customers the best. The devs have also made it clear that making, tweaking and balancing fights are incredibly time consuming when compared to other things they could make. The fact they don’t spend more on such things tells me that endgame stuff likely just isn’t as popular as many make it out to be, or the development time doesn’t give as big a return on investment when compared to some other things. Indeed, they opted to cut deep dungeon and an ultimate entirely from 5.0’s cycle in favor of something like the Ishgard restoration.

    Just my humble opinion.
    Both of those assessments are untrue. They opted to cut out Deep Dungeon before Shadowbringers even launched, and have repeatedly said they were surprised how much demand there was for it to return. Which kinda throws out the whole retention argument since the numbers would have shown player interest yet they never realized it. As for Ultimate, Yoshida openly admitted it was due to poor management more than anything else. Not only was putting it in the .5 patch cycle incredibly shortsighted as it put a major encounter design up against the expansion development but they were only using eight people to play test it. If anything happened to them, be it the odd sick day; other projects, and etc., they literally couldn't test the fight.

    Neither content being cut had anything to do with them focusing more on side activities like Ocean Fishing or treasure maps. The people designing that content aren't playtesting Ultimate, or likely any battle content. And Yoshida has acknowledged their mistakes last expansion.
    (12)
    Last edited by ForteNightshade; 02-23-2022 at 01:29 AM.
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


  4. #4
    Player
    kaynide's Avatar
    Join Date
    May 2014
    Posts
    2,881
    Character
    Kris Goldenshield
    World
    Tonberry
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by ForteNightshade View Post
    Both of those assessments are untrue. They opted to cut out Deep Dungeon before Shadowbringers even launched, and have repeatedly said they were surprised how much demand there was for it to return. Which kinda throws out the whole retention argument since the numbers would have shown player interest yet they never realized it. As for Ultimate, Yoshida openly admitted it was due to poor management more than anything else. Not only was putting it in the .5 patch cycle incredibly shortsighted as it put a major encounter design up against the expansion development but they were only using eight people to play test it. If anything happened to them, be it the odd sick day; other projects, and etc., they literally couldn't test the fight.

    Neither content being cut had anything to do with them focusing more on side activities like Ocean Fishing or treasure maps. The people designing that content aren't playtesting Ultimate, or likely any battle content. And Yoshida has acknowledged their mistakes last expansion.
    That is literally my point; they laid out all the things on the table to decide whether to devote time/resources/staff to it, or cut. Some things were cut, some things were not. Especially with Covid, resources got stretched very thin.

    They've said it is hard to do combat stuff because they either don't have enough staff to do it (who can play at that difficulty), or that it's otherwise very time intensive. If it was truly a priority, the dev team could work a way to test it better, or hire staff to do it (or even just contract players to beta test). Initially hiring staff is big negative for development time because a huge time loss in training, but it's been years since they've been aware of this problem. Nearly 2 years since Covid started; 3ish since Shadowbringers was released. They absolutely could have put out Ultimate or whatever other content, but it might have been at a large cost, easily cutting something they felt was more important... so they opted to cut the more "troublesome" content, and not invest in additional staff to devote towards this. Or they understand it's not a worthwhile investment to do at all.

    All that said, I prefer things as they are- I do not care at all for endgame stuff and I trust them to do what they think is in the players' best interest.
    (0)
    Last edited by kaynide; 02-23-2022 at 10:46 AM.