The main value of Ultimate is keeping a sizable enough portion of the raid scene alive during odd numbered patches. Without it, Savage becomes effectively worthless outside parsing and speed kills which, ironically, is yet another third party aspect XIV doesn't like but won't police because it's profitable. While Ultimate is niche, it's also extremely cost efficient due to the low amount of resources invested into it. Yoshida outright said UwU was roughly 95% reused assets. With the final phase being entirely new since TEA, you could argue it's more 85-90% nowadays. The end result is essentially free content that keeps the raid scene active. As Yoshida put it, Ultimate is aspirational content. UCoB is seven years old and still regularly run to this day. Almost nothing else in the game has that level of longevity. Up until FRU released, both DSR and TOP had handfuls of PFs up daily.
What resources that are invested into Ultimate won't impact casual players whatsoever nor provide any new content. It would simply make a good portion of the raid scene quit, meaning a lot less of the good players in PF helping others clear. After all, what's the point of Savage gear if there's no content that requires it? And no Criterion will not hold interest. The Savage version saw the lowest portion in the game's entire history (2.2% from all three regions combined) because the rewards were dreadful.
The vast majority of hard content is effectively souped-up versions of their easier counterpart, thus making them very cost effective. Case in point, while Savage is technically developed first and then scaled down for the Normal equivalent. Very little "extra" is left over. You can gleam this yourself by watching a clear of M1S then do M1N yourself. Almost everything is there in terms of assets and models, which are where the bulk of costs go. The fourth fight is the sole expectation as that gets a separate phase.
Why is this all important? Because if you were to scrap Savage entirely, very little resources would be gained to do anything else. At best, you'd get a 5th Normal mode or a slightly extended version of the four fights (think one extra mechanic). Put another way, Savage and Ultimate wouldn't equate to say, a third Exploratory zone, a completely revamped and revolutionized Island Sanctuary or anything remotely substantial. This isn't unique to XIV either but what virtually all games do when developing harder content/difficulty modes. They're cheap and efficient to keep a portion of the playerbase content without impacting resources much. In XIV's case, the loss of players quitting if both Savage and Ultimate were gone would far outpace any costs or resources saved.
Something to keep in mind is nearly all of the social media presence XIV has comes from the raid scene. All the guide makers, content creators and streamers are predominantly raiders. All of whom would no longer have any reason to play XIV. Especially when this game already has a problem with content longevity.
As for selling clears. That isn't unique to difficulty but rarity. Go have a garner on Ebay and you'll see the Mountain Dew mount that was quite literally "buy a product" levels of "difficulty" going for more than any legacy Ultimate. What it boils down to is if something is rare, some people with money to throw away will, regardless if it's difficult, rare or simply time consuming.




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