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Final Fantasy 14's incoming choose-your-own difficulty will be 'the general direction' going forward

Published on December 08, 2025

Final Fantasy 14's gonna be shaking up how it handles difficulty come patch 7.35, after a mini-disaster with patch 7.25's Occult Crescent back in May. To put a long story short, Creative Studio 3's somewhat fumbled approach to content difficulty came to a head; the Forked Tower somehow managed to thread the needle, becoming a

Hardcore players weren't keen because it was almost impossible to get an organised group of players into; meanwhile, the casual, midcore, and solo crowd were turned off thanks to stringent preparation requirements and "body-checks", where one misplaced step could wipe the raid.

That's changing with , which'll have all sorts of variable difficulty content—you'll be able to tackle all 100 floors of the deep dungeon with a matchmade group, but you'll then be able to challenge a "quantum" difficulty boss via offerings. Give more offerings, get a harder butt-kicking.

This might be a problem with the live translation—language barriers are a nightmare—but I cannot imagine a less reassuring thing to hear as a player. However, to play optimist's advocate for a moment, less volume doesn't necessarily mean less to do.

Take Endwalker's variant dungeons: I enjoyed all three of them tremendously. I also beat each route once for the mount and never touched them again—because I've not been given a reason to do so. Like it or not, MMORPGs (and arguably games in general) are about progression. Without a carrot on the end of the [[link]] stick, the horse simply does not gallop.

In theory, I'd be happy to take less overall dungeons, raids, etc. for things that're designed for, y'know, an actual MMORPG game loop. In practice, we've already been waiting longer and longer for FF14 patches [[link]] to drop—and that's . I hope 7.35 knocks my socks off, but I've been burnt before.

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