Make the majority of content something the majority of your players are interested in doing.
Make the majority of content something the majority of your players are interested in doing.
give the people what they want and they'll still find something to complain about
What if different players are interested in different things? SE is trying to make content for all the different categories of players, which spreads them thin:
- RPers (housing, furniture, glam).
- Casual players (alliance raids, MSQ, dungeons).
- Midcore players that want grinds, relics, mounts and things like that (lots of mount grinds with hunts, FATEs, beast tribes, scrips, Extremes, Field Operations, etc)
- Raiders (Savage and Ultimate).
- People who want dungeons to have more variety (variant dungeons).
- People who want mythic+ (criterion).
- People who enjoy BA and DRS large scale raiding (Chaos raids).
But by satisfying all these different types of people, it spreads them thin making few of them actually satisfied.
To be honest in this instance they should have just learned that after a decade of developing content you should have a good structure for when content comes out or how it is developed...What if different players are interested in different things? SE is trying to make content for all the different categories of players, which spreads them thin:
- RPers (housing, furniture, glam).
- Casual players (alliance raids, MSQ, dungeons).
- Midcore players that want grinds, relics, mounts and things like that (lots of mount grinds with hunts, FATEs, beast tribes, scrips, Extremes, Field Operations, etc)
- Raiders (Savage and Ultimate).
- People who want dungeons to have more variety (variant dungeons).
- People who want mythic+ (criterion).
- People who enjoy BA and DRS large scale raiding (Chaos raids).
But by satisfying all these different types of people, it spreads them thin making few of them actually satisfied.
Let's take raiders who enjoy large scale raiding (BA/DRS/Chaotic) and casual players that want alliance raids, there is no reason why you cannot satisfy both at the same time. In the similar way they did when they added Variant -> Criterion as a multi-step difficulty. There is very little reason why Chaotic could not have served as a 2 step difficulty.
Midcore players that want grinds? There is no reason why you cannot release the relic sooner in the games lifecycle, and then eventually integrate it into exploratory content or the sort. Like what is there to stop them from adding in a tomestone grind, or a FATE grind like they did in animated quest for the HW relic. To my knowledge the asset models for the initial weren't even entirely fresh either, but recycled from 3.05 with some visual effects added. The option is there, and it just seems they elect not to.. At this point most people wouldn't even mind if the initial model was recycled from another model as it would actually give them something to do.
Last edited by Kaurhz; 12-28-2024 at 06:56 AM.
You will never make the entire player base happy. Never ever.
The devs have created a situation where there is too much of a skill gap for everyone to be happy with any one piece of content.
You have turbo casuals who don't even know what half of their buttons do and uber hardcore who don't enjoy anything below savage difficulty.
The devs will never be able to create a piece of content that both of these groups will enjoy.
If you ask me (which nobody did) it’s not about the ’quantity’ of the content, it’s that the devs need to find a better balance of drip-feeding us casual/raid content.
There probably is enough content to satisfy [most] people, they’ve just only been releasing the raid content and leaving out any substantive ‘casual content’. Instead we get daily lock-out allied tribes or weekly lockout Jeuno
As for the quality, well, I’ll just say that…varies. lol
Or maybe they're just creatively bankrupt and people are sick of it. Who knows.
Bozja was praised extensively by both casuals and hardcore players.
Casuals had something to grind, they had options behind their relic, and it offered a good money making method in addition to several desired items like mounts, minions and TT cards. Addressed the majority of issues people had with exploratory when it was Eureka. Had a friendly entry point and death wasn't as detrimental to the experience, nor was the whole 'elemental level' thing present, people liked this.
Raiders both midcore and hardcore praised it, it gave them a long-term goal for a weapon, it facilitated several large scale raids which they thought were appropriately designed. Released the first formal large-scale savage raid, which those doing savage liked quite a lot, eventually leading to many raiders requesting they release or work on savage alliance raids and large scale raids in the future. Also came with duels, which they complemented, granted the RNG factor of getting a duel wasn't the most well-liked decision. Also included lost actions and essences which elevated their gameplay. Critical Engagements were well received.
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