Quote Originally Posted by Remedi View Post
Eureka is a feature of stormblood, but not a core content of the game
I never said it was core content to the game (that's a reductive statement anyway), I clearly specified core feature of the expansion, to which it is, no matter what our personal opinions are (because I actually agree that I wouldn't call it that, but SE does, therefore it is).

I can't be more specific than this, I don't like racing games as such I'm not interested in them in any way, If you think that what you want would make chocobo racing better suit yourself, won't change my mind though.
If your level of critical thinking prevents you from providing specifics on why you don't like racing games, than I'll say this frankly. Your opinion on the topic should never have been stated. If you have no investment in that aspect of the game, you shouldn't have wasted my time or yours commenting on how you disagree with something you have no interest or investment in.

I answer C which is a middle of both
This is not a valid answer. You either believe that reductive design is better (i.e. common denominator design) or robust design is better (i.e. built ground up, and add common denominator later).

So which is it?

but honestly I think that making things black and white is not a good way of handling anything, my point in fact is that an MMO should find a balance in what it does and atm FFXIV is too much casual imho.
It's not a black and white or a them vs. us. You're not understanding what I am saying. It's very simple. You have to decide on a overarching design methodology at some point. SE chose to do a reductive design where most (honestly, if not all) content is designed for a very specific isolated narrow purpose and is such either A) dead on arrival due to the limited participants not liking it or B) dead later because it's built for a singular purpose for a singular playertype and wears off really quickly.

Some content should have multiple gamestyle yes, but designing for a narrower audience is not a bad thing either. I don't remember what you think about ultimate, but it's a resounding success more than anything SE ever added to the game and it's clearable byu 1% of the community.
I love the idea of Ultimate, but not the implementation. I'm old now so 20 minute boss fights aren't really fun for me anymore. They were never really fun back in my teens/20s either though. My static and I (filthy casuals) made it to Ifrit in less than 3 hours of prog, but they wanted to push a 3 day a week schedule to clear it and I really wanted 1-2. I really liked the pacing of UwU, but it's honestly still 4 minutes too long IMO. I even think half of Savage bosses are too long, and don't even get me started on how long the normal versions take. (easily 10-12+ minutes).

That said - please understand that I do understand and agree that designing SOME content for a narrow audience is ok. I just don't think the existing design schema where all content is designed for a narrow audience is the best approach.

I'd rather see an end to the casual vs hardcore nonsense mentality of late but I digress
? Where was this brought up anywhere? I'm as casual of a player as one can be.

I'm saying that a minigame shouldn't last too long, you are not buying FFXIV to play LOV
I get that I do, but at the same time, why can't it be? Why can't Bliztball be such an awesome minigame that it could have been a full standalone title? That to me sounds like strong design and an enticement to get players back in etc. Same with something like Bo' racing, Squadron stuff, etc.