
Originally Posted by
Packetdancer
For all we sometimes seem to want to claim job design getting more streamlined and dungeon design turning linear is the result of the devs trying to make the game easier, I don't think that's true... or at least, it's not the only factor.
As I've pointed out before, how often does anyone take alternate paths in any ARR dungeon that has side areas? How often does anyone bother with the puzzles in Qarn? Even in 1.x, there were people who posted the "optimal" path through Toto-Rak to hit all three diremites. We've demonstrated that no matter what they give us as a dungeon, we will optimize it down to the shortest path possible to get rewards, and then run that path as fast as we can, pulling everything until the dungeon forces us to stop.
And that is not on the "casuals", that is on those of us who do higher-end content. Most "casual" players I encounter would be happy to do the puzzles in Qarn or wander into side hallways, because they're not the ones trying to speed-run the dungeons. You want the devs to cater to us? They did; I would lay solid odds that's a big part of why more recent dungeons are now pre-optimized into linear hallways for us.
Similarly, look at AST. We like to complain that the card system is bland now... but if you go back on these very forums to Stormblood era threads, you can see people complaining how only the Balance is worth playing, and discussing how to optimize with that in mind. If you want a reason the devs made all the cards variations on the Balance, I think that's the smoking gun... and again, that wasn't "casuals" that caused that; folks who play more casually probably didn't care about optimizing the cards.
You can argue that the normal content is too streamlined and easy, but I don't think you can lay the blame for that solely at the feet of "casual" players; regardless of what we claim we want, the optimization habits of the more "serious" players bear some share of the blame.
Making the dungeons more solo friendly with Trusts may make the MSQ more approachable, but it also means the "casual" players are free to engage with the content in a more relaxed manner; they can wander into the side passages in ARR dungeons, they can stop and read the horrifying notes in Toto-Rak, or the hilarious books in Gubal, or the research notes in Ktisis Hyperborea.
Which, let's be honest, many people are seemingly impatient with... and the impatient folks are not usually from the "casual" side of the playerbase.