Just a note on game time and horizontal-
Game time:
ARR:
HW:
Stormblood:
Shadowbringers:
Endwalker:
Now it's all self reported, yada, yada, but we also have Yoshida during reveals talking about rough hours. I like to use about 75 for ARR and then 50 for every expansion there after. So ~275 hours for just MSQ and other required content (like doing your job quest). Naturally if you did all the side content, weeeeee.
For context finishing Friends from start to finish is like 90 hours. Or like doing most content in witcher 3 for 100 hours.
It's a long time man... I've played roughly parallel the whole time so for me it hasn't felt that bad, and for people who want story as primary content only then it's also probably fine, but there are a lot of other people with different styles and 275 hours of essentially a corridor with tight guard rails is a lot lol. It is the reason why I suggested alternate start (which doesn't change lore of the game) that would still teach players and introduce them to the game but get them much deeper much faster and they can optionally come back and remove the amnesia they're suffering lol.
Now on Horizontal:
As mentioned in my other post on how it seems like a lot of people, a lot of the same people who are suffering from lack of hard content, really are just looking for a world to delve into and feel immersed (and difficulty isn't "really" their issue), and while we were talking about FFXI horizontal I'd like to point out two things to carry on the point...
1) A few people here mentioning value of gear even though it's not too hard to catch up, or that the goals feel good- and looking at those goals and systems you can tell in FFXI the game is a lot easier than it was, the combat isn't really that complicated (nor boss mechanics), yet it just 'sticks' with them (reiterating it isn't wholly about savage + stuff), and;
2) GW2 is an interesting example of horizontal content as they have tier system where you can very readily catch up with a few % to 'end game', and then with a bit of investment pretty much actually on top of top tier stats for a specific build, but they also have 'relic' quests for gear that are honestly not that 'hard' in sense of savage challenge they're just a big goal to go towards.
These games are insanely complicated and everything has implications folded onto their implications but I feel / wonder if it would not have been better to focus on more creative item design than linear simple 1 after the other as no one ever feels connected to anything except maybe their ultimate or relic. Both of those games (FFXI, GW2) are not too 'hard' in terms of gameplay skill for most things (there is a subsection that is hard), and I'd argue honestly FFXI wasn't really hard on the self as much as it was luck, preparation, perseverance, and your teammates leaving their dodo at home. Which might make it sound hard but in so much that like Elden Ring is only hard if you're not prepared, bring a heal to those mutli-armed dudes.. they're cake walk, bring shackles to Margot, etc. Though I would still say Elden Ring is on average harder lol, just that like when people talk about FFXI challenge I'm more thinking like in FFXIV I press way more buttons in way more patterns responding to way more mechanics, FFXI had strict rules but honestly it was not really gameplay skill hard but 'knowledge hard', and now it's even less hard with primarily knowledge still being the difficulty.
Personally I think gameplay skill harder solo games is quite fun, but I don't really enjoy harder MMO content because people are people and it's difficult to accomplish great things unless you put yourself in an environment where you can control participation (which is now me needing to go out advertise / wait for groups, and I'd rather just have a plan and act on it when I want to act on it)- I actually enjoy the dungeons when people are not doing very well because it allows me to try hard and show off, or alternatively if I'm dying cause I'm new to a raid and didn't bother to read the guide because YOLO, it's not savage lol, and the healer actually gets to do something and we laugh about it (and I've a sense that the DD getting a commendation when they died is because of a good time and not because I ate the floor for a pity commendation).
Sooo anyways, since we have the new mmo thread and some talk of other mmo (FFXI).. just wanted to paint my story for the next potential FF mmo.. That it could capture a lot of things people are hoping for without actually being a giant pain in your choco boco, and for the most part could still respect your time. I think spending a lot more time on the loops and interactions that 'ground' players in the world is important, and is a major reason why when people ask what I wish/ed for FFXIV is gameplay enacted roleplay, but also perhaps strongly consider moving to a more horizontal itemization system that encourages builds. With very reasonable catch up and then long term goals. You can still have the ultimate type stuff but honestly from watching people and their issues, I don't think most really needed that, and clearly most already don't play that, it's needing a feeling of grounding and things to do.. particularly for the people though that ask for ultimate like stuff its major team oriented goals.
Like a lot of gripe, imo, from the recent relic isn't that tomes don't have major benefits but that it's just exceptionally transparent grind mechanic that has little grounding.. and that is not me saying it needs to be OG Atma pain, I still like stuff being relatively reasonable for a low per hour player (me), but that trying to tell the story with:
(weak grounding, obvious systems, few things feel unique or special)
is a lot harder than this:
(Still magic, could really be the same as above but importantly presentation is wrapped together with a bow).
Hoping next one might be the best of ESO, GW2, WS, FFXIV, FFXI, etc... Still casual friendly, but high roleplay action, like playing a different job is just a new game experience. Don't like melee on monk? Guess what Dragoon feels worlds different even though it is also melee. Want to adventure to the next town, at least the first time, expect a grand story. Yet you want to make reasonable progress in the game with 30 minutes? Yeah you can do that. So for example in GW2 the zone scales to you but your kit is still your own, I've found it fun to be able to do some older stuff with 'power' yet also not so much that rewards and combat is pointless (and I appreciate the FATEs are usually more unique and far more dynamic in their scaling, and due to reward systems usually also easy to get people on the more involved ones that can't scale as well). Just loads of stuff like that.
I honestly think that is why OG WoW did as well as it did, wasn't because of it's hard content (which it had), but because it was the most casual yet grounded MMO available- player participation in hard content has always been iffy, even in WoW (though higher participation that ours, generally speaking).. and I don't mean to say that to remove it (leave it for people who play a lot, they need something lol), just that I really don't think that is ever the problem with these games. "Not enough hard content!" and I'm like.. doubting that lol. "Not enough grounded content that makes me feel like I'm progressing in a living, valuable, world" ...yeah okay, especially because we're on a treadmill. Another reason why I've been thinking more to horizontal progression and further doubting that hard content is the problem, you can watch over time as people burn themselves out and groups fall apart for hard content-- but the social, housing, type stuff never gets old, and the goal and joy of getting something that is going to remain valuable for sometime vs "new thing for a few months" does.
I mean looking at Wildstar it was dying on it's difficulty and challenge and only lived as long as it did due to the other elements.
The treadmill of linear growth, just like the burnout I feel many experience doing the variations of hard content, especially when combined (temporary treadmills of linear growth + endless variations of similar hard content), produces what I would imagine is like being forced to remove your tinted glasses. As the machinations continue it weathers away your vision until, imo, you see a lot of jaded players who are constantly chasing the high they used to have for the game and no matter what the devs do (even as stuff gets more and more convoluted mechanically, which players make addons for lol), it just can't ever be enough.
Now taking a step back I do imagine some people are actually just pain monsters who live to be challenged and care nothing for anything else, but I imagine, and feel, that the challenge while a function to be used isn't really the problem, and watching the forums over the years, as well as other games, I feel it's more and more obvious the truth that people want to exist in a space that feels like it exists.