Yeah it would dead outside of a very niche audience if it even garnered an audience depending on how it works
Kinda goes for a lot of content.
I mean, real talk: How many crafters would we have if it was a gold saucer activity that only gave you MGP and a couple titles? Probably as many as we have chocobo breeders, if that. It would be just as dead as any other Gold Saucer activity.
And why? Because the actual activity isn't even the main draw, it's what you get out of it. And MGP isn't a highly sought after currency. And because of that all Gold Saucer activities naturally die fast. Things like Diadem die as well for that very same reason. Have you ever tried queuing for the old 24 man raids before Khloe, the Anima quest, XP and the Alliance Roulette came along? Completely dead. Does anyone do Coil synced for the experience instead of unsynced for the rewards? Only a handful of people. PvP regularly dies after people got their rewards as well.
"Longevity" and "Audience". Are we even talking about content when mentioning those words? Every single person I ask in PotD hates the guts out of the place, openly hating on it in 51-60 groups probably gave me over 100 commendations alone, people only do it for the XP. And before PotD, we had FATEs to level. FATEs are ragingly popular content, no? When Yoshi saw how much we love FATEs, he directly went and put Atmas into them. Why are FATEs no longer popular? I can tell you, PotD gives the same reward but better. Niché content much?
I dunno. With all the reward baiting in this game, I find it rather hard to tell which content actually has an audience because of its gameplay and which content only serves as reward dispenser.
There is a difference between outdated or outlived content and something that will be DoA. FATEs simply fell out of favour not only due to the poor scaling rewards but the lack of innovation and overreliance on them for nearly everything. PotD gets talked about a touch more negatively now because people exhausted it. That being said, it remains popular even after Stormblood released. And is possibly the most successful piece of content they've released. Regardless, what's the point in developing content that serves little to no purpose? Bliztball will die within the first two weeks, thus why waste the resources?
Last edited by Bourne_Endeavor; 01-02-2018 at 11:42 AM.
Because as bad of an idea that it is, it's a stepping stone toward aerial and aquatic combat, and there are enoughidiotsplayers willing to try it that would provide for an adequately cheap testing pool.
That's why as opposed as I am to Blitzball, I know it would be just one more breakpoint to a better long-term goal.
more pessimists on the thread. so you know little guy i know yoshi p was thinking of blitz ball what i did was simply make a thread to bring it to every ones attention as i havent seen any one talking about blitzball.even though it is in the world of ff genre.your calling every one who likes blitz ball idiots naughty bratty boy why are you so cruel.Because as bad of an idea that it is, it's a stepping stone toward aerial and aquatic combat, and there are enoughidiotsplayers willing to try it that would provide for an adequately cheap testing pool.
That's why as opposed as I am to Blitzball, I know it would be just one more breakpoint to a better long-term goal.
Blitzball might or might not work...people just gave you a realistic approach on the matter based on the way they have been implementing mini games until now.
Yes, there is - The prior had rewards that made the content worth putting up with at some point, the latter didn't.
We could put that thesis to the test even.
First we release Eureka, the new hyped thing, and put absolutely no rewards in. No gathered materials, no gil, no items, no story, nothing. You can fight monsters, maybe find chests, but they're all empty. You can do that with Dungeons and Raids as well of course, but those might be considered "old content".
Then we release Blitzball and make it by far the most efficient way to level a DPS and give it RNG locked rewards on top as well as making it a way to gain a decent endgame weapon.
I'm very confident when I say that the prior would likely become dead on arrival, while the latter would be bustling with life for months to come - And not because of their respective gameplay.
Similarly, Diadem was relevant for gatherers a lot longer than it was relevant for DoW/DoM. That had nothing to do with gameplay, that had nothing to do with "outlived content", that had everything to do with the rewards - Mats turned a profit longer than the gear was relevant. There are still people interested in Diadem, too - Gatherers that get frustrated that they can't just go alone.
In general: If you want to talk about longevity, quality and popularity of a content, you first need to mentally strip it from all its rewards, because the whole point of the rewards is to make you do it regardless of what you think of it. Otherwise, you're just engaging in the same folly Yoshi-P did when he completely ignored the hyped Garo "event" and instead attributed the increased PvP activity after 3.5 to the newly introduced chat restriction in Feast. Some people are still head-desking over that one.
Admittedly, considering how things 'would be' isn't easy, because we can't just go and try it out on the live servers to double check. SE could, but they have no interest in causing a massive content drought and losing subs solely for the sake of science. Regardless, I find it very obvious that a lot of content is kept alive by its rewards rather than its merits and that it's impossible to draw a direct connection between people engaging in a piece of content and people enjoying said piece of content.
And I should probably clarify: For Blitzball in particular, I have no strong feelings either way. It's just annoying to read people going "Dead on Arrival" on Gold Saucer content when crafting content would be no better off if it was a gold saucer minigame and it's regularly being added to regardless. I could say the same about gathering, too - Put that same "gameplay" in the gold saucer and not even bots would bother. And the last one is not even hypothetical - They literally copied and pasted the old 1.0 gathering gameplay in there, the same gameplay people once engaged in and several generations never got to experience before. It's pwetty ded.
Last edited by Zojha; 01-02-2018 at 11:29 PM.
The reason all content in the gold saucer dies is because they have simply not been updated at all and there is no long-term mpg prize worth grinding those games to get. SE can easily revitalized any and I mean absolutely any past content if they added new rewards. Fenrir use to be a prize players grind for just like the primals puppies. They have a low droprate and there is no 99 token exchange so players grind well above the 99 token to get those puppies. Otherwise stormblood primal will be dead content too.
And if crafting were a simple Gold Saucer mini-game I would say the same about it. I don't really see your point here. Yes, content dies off without rewards. Since there is a strong likelihood they won't include anything long lasting for Blitzball, it will die. Hence why I see it pointless to waste resources on. They would be developing something that will die.And I should probably clarify: For Blitzball in particular, I have no strong feelings either way. It's just annoying to read people going "Dead on Arrival" on Gold Saucer content when crafting content would be no better off if it was a gold saucer minigame and it's regularly being added to regardless. I could say the same about gathering, too - Put that same "gameplay" in the gold saucer and not even bots would bother. And the last one is not even hypothetical - They literally copied and pasted the old 1.0 gathering gameplay in there, the same gameplay people once engaged in and several generations never got to experience before. It's pwetty ded.
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