Quote Originally Posted by Shurrikhan View Post

Having the occasional hurdle by which to prompt or reinforce learning, and generally centralize at least a modicum of competency as an expected norm, does not amount to "enforcing how to play the game".
Except it really does. You are making people play the game a certain way as opposed to now in which people can engage at will (even if that will is "I just wanna get past this") the main content of the game. Every choice the developers make seems to reinforce the vision of accessibility for all instead of restriction to "competency". Easy modes for required story instances, mechanics that allow one or more deaths and recovery in required content, gear progression that supplements skill with sheer numbers if the player "outlevels" where they are along with abundant XP to do so.

And again this "modicum of competency" is present in likely 99% of the playerbase. So rather than say it's the same as making this accessible for people who cannot see colors or hear sound queues , I'd say it's not even a 100th as important for the game to be enjoyable to a majority. One creates inclusivity, the other gatekeeps for "skill".



Quote Originally Posted by Shurrikhan View Post
In any other game, even other MMOs, it'd be called "a well-crafted difficulty curve" -- precisely the way any game provides ramps and bridges to being able to enjoy said game more deeply or in novel ways. Only here do we seem so eager to mislabel such as oppressive or forceful.
So you want to compare the current most popular MMO out there to other less successful MMO's and say we should change the way the game is because they're working so much better? Reducing the player pool respectively. Make the people who currently play and just get by learn or leave (and they're gonna leave, cause it's a game and they seem to be comfortable with minimal effort).

One of the things that constantly drives me away from games in general is loss of progress or restriction of progress at "death". It's a really outdated "punishment" system from back when a game had to have setbacks and skill gates or it wouldn't last or sell well cause if you just beat it the first time you picked it up most people would never play it again and the developers couldn't add stuff on to it to keep people playing because you had already bought it and taken it home. It's crazy how ingrained the expectation is for that punishment to be there though, like we seem to all think it's part of what fun is.. when it's not for a great many people.

People play games to have fun and the idea that they should be punished for being bad at games is pretty silly when you think about that.

We have content that's challenging and you can engage that at will as well but you don't HAVE to to engage in the main thing FFXIV advertises which is it's story. I'm all for the "challenge me!" crowd to get their piece of the pie, but lets not make the cake eaters eat that pie as well, especially when , as I've discussed, they are such a minor problem.