
Originally Posted by
Gredival
Except that virtually all of the content I listed, with the exception of the world spawns, were hardly time consuming. Dynamis would be the longest, capping at around 3.5 hrs, something plenty of people are easily able to commit to for Abyssea. SE tried to offer a variety of content in which rewards were scaled according to both difficulty and accessibility of the content. However lots of content ended up neglected because people ultimately hone in on drop quality. Top end players wouldn't waste their time on new content when it didn't offer any drops useful for them, lower end players would sulk about how whatever they got from X still didn't beat Adaberk.
Imagine if SE introduced a fight that was easily accessible (in terms of being able to try the challenge) and had top of the line rewards... but was stupidly ridiculously difficult to complete. I guarantee you that the bitching would shift from complaints about "accessibility" to how it was "too difficult." It's all about gear, more specifically, the best gear. Abyssea isn't popular for any reason besides the fact that there's a shitton of people that like having top of the line gear even if they aren't top of the line players. Bitching about "accessibility of content" has never been about the redundancy, time commitment, or annoyance of the pre-fight rituals -- it's about the "accessibility of gear" whether or not I can get it.
Kings remained a contentious issue for as long as they did, despite a dearth of alternative content, because a large number of people who didn't have an Adaberk/Ridill/Dramatica just couldn't deal with not being able to get one and nothing ever replacing them.
But grievances about where one lies on the curve is a different matter from whether or not the curve should exist at all. So give me an affirmative reason why top end gear should be accessible rather than exclusive.
Any justification for accessibility ultimately lies on gear not mattering. "They're just pixels, why should people have to do X Y and Z to get them?" But if gear doesn't matter, one can make just as good of a case for exclusivity. "If gear doesn't matter, why does one need it to play the game or have fun?"
So long as gear matters, and I think empirically it's been shown that it does, then there is a very good reason for exclusivity. It becomes clear once you understand video games and gear in the abstract.
Games, video games included, are fun because our brains are hard-wired to find enjoyment in the mastery of tasks/acquisition of skill. Cognitive science tells us that our brains are likely wired this way for the evolutionary purpose of encouraging the acquisition and refinement of beneficial survival skills. For the most part, it doesn't matter what the actual task is or what value the skill has. That's why video games are fun despite the fact that they have no real world application at all. The is one caveat to this: challenge/mastery. When mastery is not a factor, or when tasks have no challenge, tasks are not fun. This is why we don't care for mundane tasks like taking out the trash.
Gear is supposed to be a reward in recognition for mastery. Completion of a certain task signifies a level of mastery that entitles you to a certain reward. Is it coming together now?
Now here's where exclusivity comes into place: mastery is relative. We value the acquisition of skills and the mastery of skills, but we judge the quality of our skills and the degree of our mastery through comparison. Exclusivity of gear helps establish relativity of mastery.
So long as gear is correlated with completion of certain tasks and the difficulty of those tasks are known, it's a shortcut to knowing what that player is capable of. Ever made fun of a WAR meeling in full AF2? You're establishing the relativity of his skill based on his lack of substantial rewards.
It happens post Abyssea too, like people in full Teal or full Perle. The problem is that there are so few people unable to complete the top level task that mastery level is non-existent. You either have people geared to the teeth or absolute retard. The middle has been eliminated. Even people who like Abyssea acknowledge it is far far far easier.
I'm not going to argue that old XI tracked drops perfectly. There was definitely over-inclusiveness by nature of the fact it's an MMO. You only have to be good enough such that a group that can do the task doesn't kick you out, not good enough such that a group comprised of exactly your mean skill level could do the task.
And one could argue there was over-exclusiveness to a point. There are definitely many skilled people who could have succeeded at the HNMLS stage but did not for whatever reason.
But are you seriously going to argue that Abyssea is any better? There were shitty relic holders to be sure, but do you really think the mean skill level between relic holders and Empyrean holders is comparable?
I could list thousands of reasons why not, but the most glaring obvious reason why Abyssea has made the connection between gear and mastery less relevant is the existence of Brew. Brew was probably envisioned as a compromise on skill for effort for who put in an EXTREME amount so that they could eventually do something solo (i.e. think of the person who wants to be able to get Kings gear but can only play 2 hours a day but would dedicate all that time to farming if it meant being able to get it). Then they shortsightedly made it cheaper. You don't even have to be good enough to get access to Shinryu, you can pay/leech your way up to him then pay/leech your way through him, then start the gameshark hijinks yourself. Anything that stands in your way, lack of skill included, can be fixed all for 200k cruor. HOW ACCESSIBLE!
I'm willing to tolerate old XI's margin of error not only because it was far less than Abyssea's but also because at the end of the day effort and skill together should count for more than just one without the other. Michael Jordan wasn't the greatest simply because he was talented, it's because he squeezed every ounce of result possible out of his innate talents and toiled year after year until he sat alone atop.
Moreover as a game that exists in the real world, you have to deal with spillover from the real world. And sometimes the real world isn't perfectly fair and we have to do the best with what we have. It sucks if you can't put in the time to play the game to succeed at the highest levels, but in the end those who put in the hours actually did put in the hours, shouldn't they get something for that? I'd rather have a game in which some people have to accept not being on top, rather than some terrible program running on my other screen where everyone with an IQ above a rock is identical while I watch YouTube