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  1. #1
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    Yoshida on "carrying" other people

    https://www.destructoid.com/ffxiv-pr...ing-from-home/

    Q:

    I’m going to check in again on alliance raids. How successful are they still? I think the accessibility of these is one of the elements that sets FFXIV apart from the rest of the genre, but will you keep doing them until the game ends?

    A:

    I believe content like FFXIV’s alliance raids are great because it allows for players to have fun taking on challenges in a larger group of multiple parties, which lowers the amount of personal responsibility for each player for a more relaxed experience. It is also an opportunity for us as a development team to invest resources on a larger scale to create epic battles with grandiose presentations. Through this, players who aren’t as skilled at battle content can experience both story and battles, while also raising their gear item level through the equipment rewards from the alliance raids. This content is also meaningful for players that have been taking a break from the game for a little while, as it can help them get back in the groove when it comes to battle content, and also catch up on obtaining better equipment. Considering all of this, I would say that I feel that without a doubt alliance raids are a success. I think we’ll continue creating these until the end of service, but if we can think of good ways to evolve alliance raids, we may look to do so even further. (laughs)

    It was actually the desire of the development team to take on a new challenge that led to us going in the direction of original content. They will be leveraging the knowledge, experience, as well as battle mechanic know-how that they have acquired during these past four years with our large-scale crossovers—namely the Return to Ivalice and YoRHa: Dark Apocalypse content—to tackle one of the largest mysteries of Eorzea!
    Regarding the parts in bold, they're consistent with Yoshida's known hesitance to create "difficult" 4-player contents as they will have increased personal responsibility due to the smaller party size.

    At the very least, certain contents in this game are meant for people to "carry" others. When the community at large is not able (or perhaps is refusing) to do that, those contents will get nerfed either via the echo or some other means.

    Thankfully, that doesn't seem to happen that often, so I think they've gotten the difficulty tuned decently most of the times.

    EDIT:

    One reference on Yoshida's comment on difficult light party content (primarily dungeon style)

    https://mogtalk.org/2021/05/07/inter...naoki-yoshida/

    I think the chances of doing large-scale, challenging content is greater than creating high-difficulty content meant for smaller groups. It’s not that we are unable to create high-difficulty content for small groups, but currently I am a bit more hesitant with that direction overall.

    In the case of a four-player high-difficulty dungeon, there is much less room for players to work with when it comes to party deaths or mistakes. If even a single party member is incapacitated or makes a mistake, it will invariably lead to a wipe, with not much leeway to save the run or come up with a creative solution. Another major reason is because our community continues to grow—naturally this is bringing in many casual players, and I believe that when looking at the bigger pictures, large-scale content will be easier for all players to get into.
    (7)
    Last edited by linayar; 06-09-2021 at 10:02 AM.