
Originally Posted by
Eorzean_username
[HB]
TLDR
There's a lot of tangible reasons that the game, nowadays, very intentionally doesn't bother trying to hold players to any sort of performance standard until suddenly slamming you into EX / Savage / Criterion like a moose on a windshield.
But I think that continuing to express dissatisfaction with it — preferably in a coherent, well-organised, and reasonably-diplomatic manner — is still productive, and will still influence the developers... even if it's slow, or their response is incomplete compared to what would ideally be desired (the exact specifications of which will fluctuate wildly from player to player, anyway).
I completely agree with this but I think it's also really sad because games like Elden Ring have shown how popular and "mainstream" the "overcoming hard challenges" type of gameplay can be.
There is obviously also a huge self-selection effect at play but the game's impressive growth compared to older Soulsborne titles could indicate that far more people are willing to try content that requires you to fail and learn if they are eased into it.
(And the funny thing is that ER doesn't even make it easy for new players. You have a lot more tools to make the game easier for you as you play but the beginning is still really tough for newbies.)
Now imagine a game that actually slowly introduces their players to increasing difficulties step by step and teaches you to gradually get more comfortable with harder content. If done right I really think this could work.
I'm not advocating for FF to adopt ER levels of difficulty of course. But I wonder if it's not just a problem of "what" (difficulty) but als of "how". As in, how your initial encounter with content that challenges your current skill level goes and how organically you can progress on that difficulty curve.
I wonder if proper game design could successfully utilise the psychology behind positive difficulty (having a good balance of rewards and frustration, with the scales tipped in such a way that the frustration doesn't become so big you want to quit but instead motivates you, while the rewards are fulfilling enough to generate a strong pull and intrinsic motivation themselves).
Because right now I think FF14 does a terrible job at dealing with those underlying psychological mechanisms, often making it a lot more stressful for casual players to even consider harder content.
Naturally you will never win everybody over to try harder things but I still think there is a lot of room for improvement in FF14's current game design and communication to make increasing difficulty exciting for inexperienced players without risking losing them or pushing casuals out.