In a way I think FF14 fell victim to its own accommodation
- Fate: granted it's not very popular any more. But that's because the game now has so many alternative way to level up. Fate train was popular back in 2.0 and 3.0. That was my primary mean to get my first 2 char to lvl50 on multiple class. And while I can some selective fond memories of those day, overall I don't miss the day I have to travel up and down of Aleport, Coasta de Sol, or Cerebrum factory zone going from Fate to Fate for hours.
- Tome cap: is there any other games that let you cap the most current token for the highest ilvl gears without having to even do max level content at all? And do that in 1 day even. 2 Hunt trains, one front line, one set of tribal daily and you're done for the week. In most other games you would have at least doing something equivalent of Expert Roullete for a few days. I mean, you can do it here, but that's a choice.
What people view as longevity or obsolete content in FF14 is simply a problem the game offer a lot of options. And when that happens, you can't avoid the issue with different type of content will cannibalize one others to certain degree. If I choose to do my stuff in the open world, you have one less person queue for dungeon and roulette. If I decide to do my thing in instance, you have one less person to group up with in the open world. And FF14 just happens to have a lot of options.
For old timers like me, that's great, and I think it explains why people like me stay around for a long time. FF14 does not force a set routine on me, what I decide to do each days totally depend on my mood:
- I can just pop in PvPs if I'm in the mood of murdering fellow players.
- I can pop a couple roullete if I just don't have a lot of time to play that day.
- I can join a hunt train if I feel extra lazy.
Either way, be it for EXP or for tome/matateria ...etc... they all viable. What other perceive as "longevity" or "activity" in other MMO is because they have a far limited set of option. So you'll have the majority players being funnel into a few path, so of course those paths will appear to be more active comparing to each of the options in FF14.
Also, many of state of FF14 is the direct result of what the community want.
Remember 2.0 and 3.0 relic Fate train? I don't think I've ran into anyone who liked them. The whole reason we got Eureka in 4.0 because the outcry we want relic to be original contents, stop forcing us to do old content crap for it. Also when they tried to force people to run the old Alliance Raid to unlock the 5.0 relics, it wasn't very well received. The choice poison was between old Fate and old Dungeon, I pick the former because, again ... **** Ivalice.
So it's a balancing act, just simply attach a "reward" behind a content people hate to do ain't gonna guarantee a positive outcome.