All the 10th Anniversary of A Realm Reborn stuff got me in a reflective mood, and sometimes it takes a while for me to put things to words. With the EU Fan Festival on the horizon, now seems like a good time for a post about playerbase diversity.
Cards on the table here, I definitely have the hardcore mindset. I saw my first optimization spreadsheet before my first job stone. My original reason for playing this game was deep systems worth learning, and it's been immensely frustrating to see those removed over time - but I don't blame casual players for that.
Blaming casual players would be short-sighted. Not only due to raw numbers of subscription fees, but because everyone was new once. Even the best players in the world weren't born knowing how to play this game. They had to learn it, which means they had to first see something in the game that inspired them to learn that deeply.
Very few people will be inspired by a harsh "you're not getting anywhere until you git gud" - especially not in the face of an ever-advancing patch cycle - to break through the wall of a game that only caters to hardcore players. Not nearly enough to replace the midcore and hardcore players who will leave due to factors outside the game, no matter how much they're catered to. And without replacing those players, the high-end population dwindles and dies off.
But what about a low barrier to entry and a gentle on-ramp that rewards each added piece of effort and commitment? Most people presented with such a game will stay casual players - but so many more people get to actually enjoy the game that the total number of players stepping up to midcore and hardcore is much greater. That method can sustain a population interested in high-end content.
Sure, I want a good new / casual player experience for the sake of bringing joy to others. But I also want that for the sake of having players to raid with in ten years! For the sake of having something harder than expert crafts in ten years! It's the player's side of Damion Schubert's advice to game designers: "if you don't want to do it because being accessible and inclusive is inherently good and noble, do it for the crassly capitalistic reason that you'll SELL MORE GAMES." *
Hardcore players need casual players, plain and simple.
But casual players also need hardcore players. "Look to those who walked before to lead those who walk after" isn't just about literal date of joining the game, it's about depth of knowledge and willingness to share.
Ever used a guide to farming moogle tomes? Someone had to make that and neatly format it, even if it's "just" an infographic showing the eligible duties and rewards. If they gave recommendations and/or strategies, then behind that is more work of considering options. Ever used a Fashion Report weekly recommendation? Every week, those are created by many players cooperating to manually test out possible items and dyes - there are too many possibilities to be covered by a single character's judging attempts - before the options are distilled down into the "Easy 80" and "Easy 100" recommendations and put on the fancy image. Ever heard the dungeon tanking advice "use one defensive cooldown at a time"? Before anyone could give that advice and have it be well-founded, they had to find out that buffs stack multiplicatively, and that's not stated in the game so it must have required painstaking tests to average out damage variance. Ever used a weekly recommendation for Island Sanctuary, or a guide on how to set up your pasture to provide for those recommendations? Players had to dive deep into the virtual market system to figure out how to predict each item's demand spikes, and then either manually write a recommendation or write a program to do it. Some of those players are currently hard at work improving their system to recommend for Felicitous Favors.
That's not something that mildly interested or casual players do. That kind of work requires the deep love of a hardcore player, even if the content is meant to welcome casual players.
And that's even before considering the time and money required to run a fansite. Here's Cole Evyx talking about the time, money, and social effort involved in getting a fansite off the ground and then maintaining it. Remember when XIV Style went down and the gearset display was eventually taken up by Eorzea Collection? As much as I liked the XIV Style's clean gearset view, I don't blame them one bit. It's hard work and it's ongoing work.
Without enough hardcore players, no one steps up to replace a guide writer or site maintainer when they need to step down - let alone improve the overall availability of resources - and all players suffer for it. Paying for that work can help to a degree, but it can't magically find someone with the right combination of expertise and social comfort if there's no one fit for the role. (It might get someone who's a bad fit and in it for the money / feeling of power, and then all players still suffer for it.)
We need each other. Again from Damion Schubert, emphasis mine: "A playerbase is an ecosystem. One that's up and running is incredibly delicate. It's incredibly easy to write off a low percentage portion of the playerbase without fully realizing they're load-bearing.
"It's a pretty common mistake running MMOs, TBH." *
He has a point, and it's not just about the spectrum from casual to hardcore. Remember the "take a break and play other games" advice? That's all well and good for some players to be doing, from casual players who just want to see the story, to hardcore players who are done the raid tier and waiting for the next one, to people with intermittent busy periods outside the game. It's a good thing that the game accommodates intermittent play. But if everyone did that, who would keep Free Companies running, keep other social spaces running, or offer a helping hand to sprouts and returners? Logging back in to an empty Free Company / linkshell and no one to give a refresher is disheartening.
Some players have to keep continuity, both socially and as a repository of community knowledge. Let's call this group "continuous players". It doesn't work if these players stay subscribed just to keep a house, or chat with friends, or log in and find themselves bored. To be that repository of community knowledge, they must be actively partaking in and enjoying the content they're knowledgeable about, or their brains will forget those details as no longer relevant. Habits and subscription numbers don't tell the whole story.
Imagine a casual continuous player who caps their tomes via Expert Roulette every week. That means they do at least 5 Expert Roulettes a week, so with the 2-dungeon roulette they see each dungeon 2.5 times a week. In an 18-week major patch, the shortest current length, they see each dungeon 45 times. And each dungeon (other than the x.5) stays in for 2 major patches, so they're seeing most of the modern endgame dungeons 90 times each even if they stop for the week after capping tomes.
What if they use hunt trains? Also repetitive. Other roulettes? More variety within each roulette, but also more roulettes needed to cap. Treasure maps? There are only so many 'rooms'. The repetition is unavoidable, since it's just not practical for SE to make content fast enough to avoid that.
With that kind of repetition, a midcore or hardcore mindset isn't needed to get better over time. Just trying one's best each time will do that, and the players who can be helpful and share knowledge are going to try their best. So not only does this player wind up doing content repeatedly, they also wind up improving within the arena of casual content even if they never set foot in high-end content. Something has to make sure that the content remains fun to them once they find it easy - while also respecting that maybe they don't want to raid!
"Do harder content" and "take a break" as the options to a bored player don't keep the game's community running. And without a community to interact with, whether competitively or cooperatively or both, why shouldn't one just play a singleplayer or small group multiplayer game that can focus on their preferred niche?
Our strength for the future isn't in our raw numbers, but in our interactions and supporting each other. If we want ten more years, we need to accept that we're all different, and have diverse reasons for being here. That we each get more for ourselves in a game that's not built around just one type of player, but instead built to embrace that diversity.
* I'd love to just link the original essay in full, but Twitter problems got it locked. Nowadays, to see the essay we have to go through nine separate links on the Wayback Machine, courtesy of the Internet Archive. It's still well worth the read if the topic interests you: