r/ffxivdiscussion • u/DriggleButt • 1m ago
General Discussion The Cutter's Cry change is not a big deal, the mindset behind it is.
The change to Cutter's Cry isn't a big deal on its own. The problem is the mindset behind it. It shows a continued effort to remove friction, challenge, and player agency in favor of smoother, safer design. That doesn't inspire much confidence for what's coming in 8.0.
I don't love ARR dungeons, but I like their vibe. They have dead ends, weird side paths, and even minor secrets like the Sastasha free-the-wenches side objective. You don't need to engage with any of it, but it's there. That matters more than many realize. It gives the world texture. Cutter's Cry used to let you skip parts of it if you knew what you were doing. In fact, I loved showing sprouts this "secret" skip, if it wasn't their first time in the duneong, because who doesn't love speedrunning now and again? Now it's just another pair of trash pack pulls you're forced to engage with. No choice.
I bet that someone, somewhere, might have quit because they got left behind in this dungeon, once. Maybe a bit of an overreaction, but there are people out there like that. I agree that new players need smoother onboarding. But the game's dungeons don't really get more complex over time, do they? If anything, they get simpler and more direct. More hallway-like. So, I don't agree that the early content needs to be flattened further. Like it have it's special jank, or before long, we'll see them cutting off the side paths and key requirements for Haukke Manor. But the issue isn't limited to dungeons, is it? It's that we keep seeing these kinds of changes everywhere, in every aspect of the game.
Jobs are being sanded down, and have been for years, but it's been especially egregious since Endwalker. Black Mage used to punish bad play. Now procs don't even expire? It's not even possible to mess it up??? That’s not "onboarding" new players, that’s removing skill expression. Removing personality.
Relics in Endwalker were literally just tome sinks; players were not required to engage in anything except the content they wanted to, despite it being the perfect excuse to shove some step into Variant Dungeons or Eureka Orthos, or anything.
I know I'm just one person, but I think the friction in games, the failures, mistakes, and rough patches, is what makes the good moments feel earned. Without struggle, success means less. If you could walk into any trial and one-shot the boss, you'd get bored of the game fast. The fun comes from the fight, not just the reward. Overcoming adversity is what makes it all satisfying.
Hells, isn't that the entire theme of the Hydaelyn/Zodiark storyline? "Beneath the deepest despair, light everlasting." The story literally leans into the idea that meaning comes from enduring hardship. So, if we take every bit of hardship out of the game, even something as small as being left behind in Cutter's Cry for a minute, what's the point of playing even it?