Final Fantasy XIV wird immer mehr casual und ihr könnt nichts dagegen tun

Final Fantasy XIV wird immer mehr casual und ihr könnt nichts dagegen tun
final fantasy xiv alexander ultimate header
Ultimate raids like Alexander are a highlight in FFXIV, with viewer numbers for the MMORPG drastically increasing upon their release. The percentage of players who master them, however, is often in the single digits.

The current state of content

The status quo of the MMORPG is therefore a result of the changes in the past and the fundamental philosophy of the game. FFXIV is a live service game that receives new content at very regular intervals. The composition of this content is almost always the same, with casual content heavily prevailing. 

These are content that do not require a high skill level. One does not need to learn rotations or openers and deal high damage to get through this content. This includes, for example, the treasure dungeons Lyhe Ghia, where players fight against a handful of enemies or a weaker boss per room and receive rewards. 

In FFXIV, an opener refers to a predetermined sequence of skills used at the start of a fight. Openers are often designed to deal as much damage as possible in a short time and are extremely important for DPS.

Even the 24-man raids are not a major challenge, as the bosses in them usually do not have an enrage timer. Therefore, it does not matter how low the damage of the raid groups is. This type of raid primarily serves to allow casual players to upgrade their gear to the highest gear level. This way, they do not fall behind the raiders and do not have to complete difficult raids to obtain good gear. 

Often, fighting is not even involved in casual content. Especially with the creative features of FFXIV, players can spend countless hours. A huge community has formed around the popular screenshot mode /gpose over time. 

Accordingly, /gpose also receives new features with almost every major update. One of the latest is the dungeon exploration mode, which allows players to enter dungeons and use spectacular skills like Limit Break for screenshots. 

ffxiv gposers
Gposers are a community that specializes in taking cool screenshots.

The same goes for housing. The interior design of houses sometimes takes on incredible proportions in FFXIV. Players decorate their homes like modern apartments, bars, boutiques, or even build giant robots out of furniture.

This is the type of content that FFXIV focuses on. It can certainly be completed by hardcore players as well, and I am sure many of them enjoy it. However, if one is looking for challenge in this MMORPG, the situation looks rather bleak: 

  • Every 6 months an epic raid with 4 bosses
  • 2 times per addon an ultimate raid with a boss fight
  • One extreme trial per patch (every 3-4 months)
  • Special dungeons like Delubrum Reginae (epic) once per addon.

The 4 bosses of the epic raids are defeated by the top players in less than a week and then farmed. Midcore players like me need 1-3 months at a slower pace to clear the entire tier. 

Progress in Ultimate, the hardest type of fights in FFXIV, typically requires about a week of constant gaming for top guilds. Extreme bosses rarely take longer than a few hours and are generally not worth mentioning for many top players.

Numbers, please 

That’s why the player base of FFXIV is casual: When looking at the development of nerfs and the current state in FFXIV, the course of director Naoki Yoshida becomes very clear. He is doing his best to win over the target audience of casual players for his MMORPG. 

And for good reason. They make up the absolute majority in Final Fantasy XIV. While there are no official numbers for raid clears within the game, it can be estimated based on the unofficial player census. 

The Japanese player Lucky Bancho (via Lodestone) is known in the FFXIV community for his statistics. Based on character data from the official Lodestone site, he regularly creates census statistics that record how many players have reached certain milestones within the game, such as how many level 80 characters there are or how many have reached the latest patch.

This estimate was made using the FFXIV page Lodestone. Every registered character from the game can be found in the database. Their guild affiliations, companions, and especially their mounts are also visible. 

Using mounts, Lucky Bancho created his estimate. Epic raid tiers have consistently rewarded a mount for the final boss fight for several addons. Bancho counted the number of mounts on all Lodestone characters to create his statistics. 

The ownership of the mounts was presented in a graphic that shows the distribution across the various data centers of the MMORPG (as of February 7, 2021). Accordingly, the minimum percentage of players who have cleared the final fight of the epic Eden raid in the data centers is:

  • Mana: 30.1 % (Japanese region)
  • Gaia: 26.0 % (Japanese region)
  • Elemental: 24.3 % (Japanese region)
  • Aether: 15.4 % (US region)
  • Chaos: 14.8 % (European region)
  • Primal: 12.6 % (US region)
  • Light: 11.4 % (European region)
  • Crystal: 7.8 % (US region)

The actual number will be slightly higher. On one hand, because only one player from a group receives the mount after a kill and others have to wait a week. On the other hand, because his statistics are already 3 months old. However, the number will not be high enough to make a significant difference. 

In general, it is clear that even on the comparatively very successful Japanese servers, at most one-third of the players complete the hardcore content. In the USA and Europe, this number drops even further.

The future: Delays and announcements

This course is also evident in the news regarding the MMORPG and the new addon Endwalker. It was supposed to be with the patch 5.5 on April 13, that the ultimate raid against the Knights of the Round, eagerly awaited by hardcore players, would arrive. 

The disappointment was correspondingly great when a delay of the raid was announced. And not just by a few months, but until patch 6.1. This is after the release of the addon Endwalker, which will be released on November 23, 2021. At the earliest, players could expect the raid only in February 2022. That is a year without new hardcore content.

The decision was justified by director Yoshida, stating that development was delayed due to COVID. When prioritizing which content to work on, they decided against the raid, likely because it is utilized by only a very small portion of players. 

In parallel, new special content called Sanctuary Island was announced for the Endwalker addon. According to Yoshida, it should be a more relaxed and calm solo content reminiscent of Animal Crossing or Stardew Valley. 

Players will be able to take care of animals and grow plants there. Companions and mounts they obtained while playing will roam freely on the island. Yoshida said in an interview with MeinMMO:

Even though this content was designed for an MMORPG, the intention behind it is for players to pass the time while engaging in solo activities. They do not have to worry about the progress of other players.

There is no reason to hurry, and there are no elements that would put pressure on the players. Our goal here is for players to enjoy the slow life by carefreely playing with their companions, taking screenshots in their favorite locations, and so on.

Director Naoki Yoshida
ffxiv island sanctuary insel artwork
The key artwork for Sanctuary Island could have come from a farming game.

Sanctuary Island is the first completely new feature announced for the Endwalker addon. With other announcements such as new jobs or new dungeons and raids, players were already expecting. Here, too, it shows that the developers’ priorities lie in casual content. 

Furthermore, Yoshida emphasized in the past that FFXIV does not only compete with other MMORPGs but with all kinds of entertainment. Players have little time and must plan it well, according to Yoshida. 

I believe that all forms of entertainment should be considered competition. Modern gamers are very busy – they need to divide their limited time into the various types of entertainment they consume alongside gaming.

Director Naoki Yoshida

The director believes this is the reason why MMORPGs have a hard time establishing themselves in our time and adjusts the content of his game accordingly. Many contents in Final Fantasy XIV come in quick, easily digestible bites or in the form of extended tasks that can be completed over a longer time in a relaxed manner, such as the relic weapons. 

I therefore think that Yoshida and his team will continue to maintain the current course. This does not mean that hardcore content will eventually disappear from FFXIV, but its priority is clearly below the content preferred by the larger portion of players. 

Is it good? Is it bad?

I would like to point out here that I do not use the term “casual player” negatively. The word “casual,” which means carefree or laid-back in English, is often equated with “bad” in the gaming context. Especially gamers from older generations often look down on casual players because they are not “hardcore” enough. They would not burn for their hobby, do not put effort into it, and want everything to be spoon-fed to them. 

For me, it is simply a description of players who either do not invest much time in gaming or just want to play casually without placing much emphasis on performance.  

As for Final Fantasy XIV: The game will undoubtedly continue to grow and generate more revenue due to its focus on light content for casual players. It is a strategy that has, from a purely financial perspective, worked well so far. The financial reports from Square Enix’s investors have shown a steady growth of the MMO division for years, largely thanks to the sales and subscriptions of FFXIV (via cogconnected).

For casual players who want to play FFXIV at their own pace and do not want to experience gameplay pressure, this is probably good news. They will continue to receive plenty of content tailored to their target audience, which they can play at a relaxed pace. 

The hardcore and possibly midcore players will be less enthusiastic about this. I regularly read complaints on social media that Final Fantasy XIV is becoming more and more casual, that jobs lack diversity in builds, and that hardcore content is generally rather thin.

However, this is a course that is unlikely to change anytime soon.

The head of Final Fantasy XIV explains how one of the best MMORPGs in the world is made.

When epic and ultimate raids in FFXIV, the hardest content by far, are released, they often remain unchanged. Even with the trials against primals and other bosses, which are now often considered “midcore content,” very little is changed. 

final fantasy xiv alexander ultimate header
Ultimate raids like Alexander are a highlight in FFXIV, with viewer numbers for the MMORPG drastically increasing upon their release. The percentage of players who master them, however, is often in the single digits.

The current state of content

The status quo of the MMORPG is therefore a result of the changes in the past and the fundamental philosophy of the game. FFXIV is a live service game that receives new content at very regular intervals. The composition of this content is almost always the same, with casual content heavily prevailing. 

These are content that do not require a high skill level. One does not need to learn rotations or openers and deal high damage to get through this content. This includes, for example, the treasure dungeons Lyhe Ghia, where players fight against a handful of enemies or a weaker boss per room and receive rewards. 

In FFXIV, an opener refers to a predetermined sequence of skills used at the start of a fight. Openers are often designed to deal as much damage as possible in a short time and are extremely important for DPS.

Even the 24-man raids are not a major challenge, as the bosses in them usually do not have an enrage timer. Therefore, it does not matter how low the damage of the raid groups is. This type of raid primarily serves to allow casual players to upgrade their gear to the highest gear level. This way, they do not fall behind the raiders and do not have to complete difficult raids to obtain good gear. 

Often, fighting is not even involved in casual content. Especially with the creative features of FFXIV, players can spend countless hours. A huge community has formed around the popular screenshot mode /gpose over time. 

Accordingly, /gpose also receives new features with almost every major update. One of the latest is the dungeon exploration mode, which allows players to enter dungeons and use spectacular skills like Limit Break for screenshots. 

ffxiv gposers
Gposers are a community that specializes in taking cool screenshots.

The same goes for housing. The interior design of houses sometimes takes on incredible proportions in FFXIV. Players decorate their homes like modern apartments, bars, boutiques, or even build giant robots out of furniture.

This is the type of content that FFXIV focuses on. It can certainly be completed by hardcore players as well, and I am sure many of them enjoy it. However, if one is looking for challenge in this MMORPG, the situation looks rather bleak: 

  • Every 6 months an epic raid with 4 bosses
  • 2 times per addon an ultimate raid with a boss fight
  • One extreme trial per patch (every 3-4 months)
  • Special dungeons like Delubrum Reginae (epic) once per addon.

The 4 bosses of the epic raids are defeated by the top players in less than a week and then farmed. Midcore players like me need 1-3 months at a slower pace to clear the entire tier. 

Progress in Ultimate, the hardest type of fights in FFXIV, typically requires about a week of constant gaming for top guilds. Extreme bosses rarely take longer than a few hours and are generally not worth mentioning for many top players.

Numbers, please 

That’s why the player base of FFXIV is casual: When looking at the development of nerfs and the current state in FFXIV, the course of director Naoki Yoshida becomes very clear. He is doing his best to win over the target audience of casual players for his MMORPG. 

And for good reason. They make up the absolute majority in Final Fantasy XIV. While there are no official numbers for raid clears within the game, it can be estimated based on the unofficial player census. 

The Japanese player Lucky Bancho (via Lodestone) is known in the FFXIV community for his statistics. Based on character data from the official Lodestone site, he regularly creates census statistics that record how many players have reached certain milestones within the game, such as how many level 80 characters there are or how many have reached the latest patch.

This estimate was made using the FFXIV page Lodestone. Every registered character from the game can be found in the database. Their guild affiliations, companions, and especially their mounts are also visible. 

Using mounts, Lucky Bancho created his estimate. Epic raid tiers have consistently rewarded a mount for the final boss fight for several addons. Bancho counted the number of mounts on all Lodestone characters to create his statistics. 

The ownership of the mounts was presented in a graphic that shows the distribution across the various data centers of the MMORPG (as of February 7, 2021). Accordingly, the minimum percentage of players who have cleared the final fight of the epic Eden raid in the data centers is:

  • Mana: 30.1 % (Japanese region)
  • Gaia: 26.0 % (Japanese region)
  • Elemental: 24.3 % (Japanese region)
  • Aether: 15.4 % (US region)
  • Chaos: 14.8 % (European region)
  • Primal: 12.6 % (US region)
  • Light: 11.4 % (European region)
  • Crystal: 7.8 % (US region)

The actual number will be slightly higher. On one hand, because only one player from a group receives the mount after a kill and others have to wait a week. On the other hand, because his statistics are already 3 months old. However, the number will not be high enough to make a significant difference. 

In general, it is clear that even on the comparatively very successful Japanese servers, at most one-third of the players complete the hardcore content. In the USA and Europe, this number drops even further.

The future: Delays and announcements

This course is also evident in the news regarding the MMORPG and the new addon Endwalker. It was supposed to be with the patch 5.5 on April 13, that the ultimate raid against the Knights of the Round, eagerly awaited by hardcore players, would arrive. 

The disappointment was correspondingly great when a delay of the raid was announced. And not just by a few months, but until patch 6.1. This is after the release of the addon Endwalker, which will be released on November 23, 2021. At the earliest, players could expect the raid only in February 2022. That is a year without new hardcore content.

The decision was justified by director Yoshida, stating that development was delayed due to COVID. When prioritizing which content to work on, they decided against the raid, likely because it is utilized by only a very small portion of players. 

In parallel, new special content called Sanctuary Island was announced for the Endwalker addon. According to Yoshida, it should be a more relaxed and calm solo content reminiscent of Animal Crossing or Stardew Valley. 

Players will be able to take care of animals and grow plants there. Companions and mounts they obtained while playing will roam freely on the island. Yoshida said in an interview with MeinMMO:

Even though this content was designed for an MMORPG, the intention behind it is for players to pass the time while engaging in solo activities. They do not have to worry about the progress of other players.

There is no reason to hurry, and there are no elements that would put pressure on the players. Our goal here is for players to enjoy the slow life by carefreely playing with their companions, taking screenshots in their favorite locations, and so on.

Director Naoki Yoshida
ffxiv island sanctuary insel artwork
The key artwork for Sanctuary Island could have come from a farming game.

Sanctuary Island is the first completely new feature announced for the Endwalker addon. With other announcements such as new jobs or new dungeons and raids, players were already expecting. Here, too, it shows that the developers’ priorities lie in casual content. 

Furthermore, Yoshida emphasized in the past that FFXIV does not only compete with other MMORPGs but with all kinds of entertainment. Players have little time and must plan it well, according to Yoshida. 

I believe that all forms of entertainment should be considered competition. Modern gamers are very busy – they need to divide their limited time into the various types of entertainment they consume alongside gaming.

Director Naoki Yoshida

The director believes this is the reason why MMORPGs have a hard time establishing themselves in our time and adjusts the content of his game accordingly. Many contents in Final Fantasy XIV come in quick, easily digestible bites or in the form of extended tasks that can be completed over a longer time in a relaxed manner, such as the relic weapons. 

I therefore think that Yoshida and his team will continue to maintain the current course. This does not mean that hardcore content will eventually disappear from FFXIV, but its priority is clearly below the content preferred by the larger portion of players. 

Is it good? Is it bad?

I would like to point out here that I do not use the term “casual player” negatively. The word “casual,” which means carefree or laid-back in English, is often equated with “bad” in the gaming context. Especially gamers from older generations often look down on casual players because they are not “hardcore” enough. They would not burn for their hobby, do not put effort into it, and want everything to be spoon-fed to them. 

For me, it is simply a description of players who either do not invest much time in gaming or just want to play casually without placing much emphasis on performance.  

As for Final Fantasy XIV: The game will undoubtedly continue to grow and generate more revenue due to its focus on light content for casual players. It is a strategy that has, from a purely financial perspective, worked well so far. The financial reports from Square Enix’s investors have shown a steady growth of the MMO division for years, largely thanks to the sales and subscriptions of FFXIV (via cogconnected).

For casual players who want to play FFXIV at their own pace and do not want to experience gameplay pressure, this is probably good news. They will continue to receive plenty of content tailored to their target audience, which they can play at a relaxed pace. 

The hardcore and possibly midcore players will be less enthusiastic about this. I regularly read complaints on social media that Final Fantasy XIV is becoming more and more casual, that jobs lack diversity in builds, and that hardcore content is generally rather thin.

However, this is a course that is unlikely to change anytime soon.

The head of Final Fantasy XIV explains how one of the best MMORPGs in the world is made.

The fans of Final Fantasy XIV were excited over the weekend with some big news about the new addon Endwalker. However, MeinMMO author Irina Moritz believes that the hardcore players of the MMORPG should temper their excitement for Endwalker. This is because the MMORPG is becoming increasingly casual. 

Every MMORPG player will know this: Every major addon brings great hopes for the players. One hopes that the game will become better, receive cool new content, and be able to keep players engaged in the long term. 

It is currently the same with the new FFXIV addon Endwalker. However, hardcore players will not receive many gifts with the expansion. For years, the MMORPG from Square Enix has been pumping out more light and casual content, such as new features for the photo mode or the relic weapons, to keep the majority of its players happy. 

I therefore expect that in Endwalker, hardcore players will receive little or no content tailored to them. Meanwhile, casual players will continue to receive the larger share of the pie. 

How it all began: The first nerfs

I still remember the first nerf of the mandatory content well. Anyone who wants to progress in the story of FFXIV to the endgame must participate in a solo fight at level 15. 

In this battle, players fight against a demon that poisons them. At the release of “A Realm Reborn” in 2013, this poison hit hard. The trick in this fight was to use an antidote to remove the status. The potions could be bought from the NPC for a few gil or obtained in a quest. 

Players died in this fight like flies. In forums, there were questions about how to win the fight and complaints about the difficulty being too high for a mandatory quest. In response, the developers nerfed the DoT tick, which is now very low. 

Other examples of such nerfs and changes include:

  • In the level 35 dungeon Sunken Temple of Qarn and the level 50 dungeon Ampdapor Keep and Pharos Sirius, various bosses were nerfed and the number of enemies reduced.
  • The boss fight against Vishap in Steps of Faith was heavily nerfed.
  • The level 57 dungeon Vault was also nerfed due to complaints. 
  • The Echo buff was introduced for older content such as normal raids to make them easier and more accessible to more players, which is an indirect nerf. 
FFXIV_Vishap
Vishap is a huge dragon that players must fight on their way to the endgame. At release, many FFXIV players considered him far too difficult.

In the addons following Heavensward, around 2017, these nerfs became less common. At this time, the developers likely found their “golden mean.” Thanks to more experience, they could better assess what is considered “difficult” for the average FFXIV player. 

However, there were still some stumbling blocks. For example, in the Stormblood addon, the boss Donnergott in the 24-man raid Orbonne wiped players out in droves. 

What do these nerfs mean? When looking at the long list of content nerfs that have been implemented in FFXIV over time, a pattern emerges. There are almost never any difficult epic or even ultimate raids among them. Instead, almost exclusively content for casual players or mandatory content was nerfed. 

These are dungeons that players run for their dailies or to level up and that normally take between 15 and 30 minutes. What we see here is another reduction in the difficulty of content that was actually designed to be easy from the start.

The developers attempted to accommodate the large part of their player base and make the game as enjoyable and barrier-free as possible for them. This is a trend that has visibly run through the patch notes since the release of “A Realm Reborn.” 

This stands in contrast to WoW, where nerfs in mythic raids are common and standard (via WoWhead). Adjustments are made to scaling and numbers. This is something that many FFXIV raiders find completely foreign. On the contrary: they rave about a boss outsmarting them.

When epic and ultimate raids in FFXIV, the hardest content by far, are released, they often remain unchanged. Even with the trials against primals and other bosses, which are now often considered “midcore content,” very little is changed. 

final fantasy xiv alexander ultimate header
Ultimate raids like Alexander are a highlight in FFXIV, with viewer numbers for the MMORPG drastically increasing upon their release. The percentage of players who master them, however, is often in the single digits.

The current state of content

The status quo of the MMORPG is therefore a result of the changes in the past and the fundamental philosophy of the game. FFXIV is a live service game that receives new content at very regular intervals. The composition of this content is almost always the same, with casual content heavily prevailing. 

These are content that do not require a high skill level. One does not need to learn rotations or openers and deal high damage to get through this content. This includes, for example, the treasure dungeons Lyhe Ghia, where players fight against a handful of enemies or a weaker boss per room and receive rewards. 

In FFXIV, an opener refers to a predetermined sequence of skills used at the start of a fight. Openers are often designed to deal as much damage as possible in a short time and are extremely important for DPS.

Even the 24-man raids are not a major challenge, as the bosses in them usually do not have an enrage timer. Therefore, it does not matter how low the damage of the raid groups is. This type of raid primarily serves to allow casual players to upgrade their gear to the highest gear level. This way, they do not fall behind the raiders and do not have to complete difficult raids to obtain good gear. 

Often, fighting is not even involved in casual content. Especially with the creative features of FFXIV, players can spend countless hours. A huge community has formed around the popular screenshot mode /gpose over time. 

Accordingly, /gpose also receives new features with almost every major update. One of the latest is the dungeon exploration mode, which allows players to enter dungeons and use spectacular skills like Limit Break for screenshots. 

ffxiv gposers
Gposers are a community that specializes in taking cool screenshots.

The same goes for housing. The interior design of houses sometimes takes on incredible proportions in FFXIV. Players decorate their homes like modern apartments, bars, boutiques, or even build giant robots out of furniture.

This is the type of content that FFXIV focuses on. It can certainly be completed by hardcore players as well, and I am sure many of them enjoy it. However, if one is looking for challenge in this MMORPG, the situation looks rather bleak: 

  • Every 6 months an epic raid with 4 bosses
  • 2 times per addon an ultimate raid with a boss fight
  • One extreme trial per patch (every 3-4 months)
  • Special dungeons like Delubrum Reginae (epic) once per addon.

The 4 bosses of the epic raids are defeated by the top players in less than a week and then farmed. Midcore players like me need 1-3 months at a slower pace to clear the entire tier. 

Progress in Ultimate, the hardest type of fights in FFXIV, typically requires about a week of constant gaming for top guilds. Extreme bosses rarely take longer than a few hours and are generally not worth mentioning for many top players.

Numbers, please 

That’s why the player base of FFXIV is casual: When looking at the development of nerfs and the current state in FFXIV, the course of director Naoki Yoshida becomes very clear. He is doing his best to win over the target audience of casual players for his MMORPG. 

And for good reason. They make up the absolute majority in Final Fantasy XIV. While there are no official numbers for raid clears within the game, it can be estimated based on the unofficial player census. 

The Japanese player Lucky Bancho (via Lodestone) is known in the FFXIV community for his statistics. Based on character data from the official Lodestone site, he regularly creates census statistics that record how many players have reached certain milestones within the game, such as how many level 80 characters there are or how many have reached the latest patch.

This estimate was made using the FFXIV page Lodestone. Every registered character from the game can be found in the database. Their guild affiliations, companions, and especially their mounts are also visible. 

Using mounts, Lucky Bancho created his estimate. Epic raid tiers have consistently rewarded a mount for the final boss fight for several addons. Bancho counted the number of mounts on all Lodestone characters to create his statistics. 

The ownership of the mounts was presented in a graphic that shows the distribution across the various data centers of the MMORPG (as of February 7, 2021). Accordingly, the minimum percentage of players who have cleared the final fight of the epic Eden raid in the data centers is:

  • Mana: 30.1 % (Japanese region)
  • Gaia: 26.0 % (Japanese region)
  • Elemental: 24.3 % (Japanese region)
  • Aether: 15.4 % (US region)
  • Chaos: 14.8 % (European region)
  • Primal: 12.6 % (US region)
  • Light: 11.4 % (European region)
  • Crystal: 7.8 % (US region)

The actual number will be slightly higher. On one hand, because only one player from a group receives the mount after a kill and others have to wait a week. On the other hand, because his statistics are already 3 months old. However, the number will not be high enough to make a significant difference. 

In general, it is clear that even on the comparatively very successful Japanese servers, at most one-third of the players complete the hardcore content. In the USA and Europe, this number drops even further.

The future: Delays and announcements

This course is also evident in the news regarding the MMORPG and the new addon Endwalker. It was supposed to be with the patch 5.5 on April 13, that the ultimate raid against the Knights of the Round, eagerly awaited by hardcore players, would arrive. 

The disappointment was correspondingly great when a delay of the raid was announced. And not just by a few months, but until patch 6.1. This is after the release of the addon Endwalker, which will be released on November 23, 2021. At the earliest, players could expect the raid only in February 2022. That is a year without new hardcore content.

The decision was justified by director Yoshida, stating that development was delayed due to COVID. When prioritizing which content to work on, they decided against the raid, likely because it is utilized by only a very small portion of players. 

In parallel, new special content called Sanctuary Island was announced for the Endwalker addon. According to Yoshida, it should be a more relaxed and calm solo content reminiscent of Animal Crossing or Stardew Valley. 

Players will be able to take care of animals and grow plants there. Companions and mounts they obtained while playing will roam freely on the island. Yoshida said in an interview with MeinMMO:

Even though this content was designed for an MMORPG, the intention behind it is for players to pass the time while engaging in solo activities. They do not have to worry about the progress of other players.

There is no reason to hurry, and there are no elements that would put pressure on the players. Our goal here is for players to enjoy the slow life by carefreely playing with their companions, taking screenshots in their favorite locations, and so on.

Director Naoki Yoshida
ffxiv island sanctuary insel artwork
The key artwork for Sanctuary Island could have come from a farming game.

Sanctuary Island is the first completely new feature announced for the Endwalker addon. With other announcements such as new jobs or new dungeons and raids, players were already expecting. Here, too, it shows that the developers’ priorities lie in casual content. 

Furthermore, Yoshida emphasized in the past that FFXIV does not only compete with other MMORPGs but with all kinds of entertainment. Players have little time and must plan it well, according to Yoshida. 

I believe that all forms of entertainment should be considered competition. Modern gamers are very busy – they need to divide their limited time into the various types of entertainment they consume alongside gaming.

Director Naoki Yoshida

The director believes this is the reason why MMORPGs have a hard time establishing themselves in our time and adjusts the content of his game accordingly. Many contents in Final Fantasy XIV come in quick, easily digestible bites or in the form of extended tasks that can be completed over a longer time in a relaxed manner, such as the relic weapons. 

I therefore think that Yoshida and his team will continue to maintain the current course. This does not mean that hardcore content will eventually disappear from FFXIV, but its priority is clearly below the content preferred by the larger portion of players. 

Is it good? Is it bad?

I would like to point out here that I do not use the term “casual player” negatively. The word “casual,” which means carefree or laid-back in English, is often equated with “bad” in the gaming context. Especially gamers from older generations often look down on casual players because they are not “hardcore” enough. They would not burn for their hobby, do not put effort into it, and want everything to be spoon-fed to them. 

For me, it is simply a description of players who either do not invest much time in gaming or just want to play casually without placing much emphasis on performance.  

As for Final Fantasy XIV: The game will undoubtedly continue to grow and generate more revenue due to its focus on light content for casual players. It is a strategy that has, from a purely financial perspective, worked well so far. The financial reports from Square Enix’s investors have shown a steady growth of the MMO division for years, largely thanks to the sales and subscriptions of FFXIV (via cogconnected).

For casual players who want to play FFXIV at their own pace and do not want to experience gameplay pressure, this is probably good news. They will continue to receive plenty of content tailored to their target audience, which they can play at a relaxed pace. 

The hardcore and possibly midcore players will be less enthusiastic about this. I regularly read complaints on social media that Final Fantasy XIV is becoming more and more casual, that jobs lack diversity in builds, and that hardcore content is generally rather thin.

However, this is a course that is unlikely to change anytime soon.

The head of Final Fantasy XIV explains how one of the best MMORPGs in the world is made.

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