Despite bankrolling Square Enix, 'cost' is somehow the reason Final Fantasy 14's newest raid (which has only been cleared 400 times in 23 days) wasn't given an easier version

A viper in Final Fantasy 14: Dawntrail looking utterly perplexed, hood down, while stood on a beautiful sunrise overlooking a crystal blue sea.
(Image credit: Square Enix)

Dear reader, my job is to find clever, informative, and interesting ways to deliver news to you—but on hearing that the Forked Tower, a raid at the end of Final Fantasy 14's recent exploration zone the Occult Crescent, wasn't given a normal version most people could do because of "cost"? I am struggling for words that aren't just 'c'mon, man'.

Some context: FF14 has a prioritisation problem. I go into it in more detail here, but the gist of it is that, since Endwalker, casual-to-midcore activities with long tails have been deprioritised in favour of Savage Raids and Ultimates. Depending on who you ask, this problem's always existed—Bozja didn't come out until Shadowbringers' midpoint, after all—but it's been exacerbated by a dev cycle that's slowed down in recent years, when it should have sped up.

In a recent live letter, producer of FF14 Naoki Yoshida (Yoshi-P) revealed a couple of facts that've just made my stomach sink (thanks to the FFXIV subreddit's Discord for the translations). First off, the Forked Tower has been cleared about 400 times in 23 days—and I need to put that number into perspective, for a moment.

We're going to get into speculative territory, now, as I draw on the fan census made by LuckyBancho. To be clear, this census is unofficial and an educated guess—LuckyBancho's been doing this for years, they aren't some random, but it's not official. If their estimation of around 950,000 active players is accurate, that means that maximum, 2% of the active playerbase of FF14 has completed The Forked Tower.

In the game's last exploration zone, Bozja, the equivalent raid Delubrum Reginae had both a Normal and a Savage version. The Normal version was still challenging, but could be completed by a pick-up group and queued into—the Savage version was more on the level of The Forked Tower we have today.

So why didn't Square do that, this time around? "The simple answer on why we didn't have a normal and savage version is cost, I know this doesn't 'matter' for a customer … We weren't able to do this for this instance, but for the future instances of Occult Crescent we will try to have both a normal and savage version."

Best MMOsBest strategy gamesBest open world gamesBest survival gamesBest horror games

Best MMOs: Most massive
Best strategy games: Number crunching
Best open world games: Unlimited exploration
Best survival games: Live craft love
Best horror games: Fight or flight

Harvey Randall
Staff Writer

Harvey's history with games started when he first begged his parents for a World of Warcraft subscription aged 12, though he's since been cursed with Final Fantasy 14-brain and a huge crush on G'raha Tia. He made his start as a freelancer, writing for websites like Techradar, The Escapist, Dicebreaker, The Gamer, Into the Spine—and of course, PC Gamer. He'll sink his teeth into anything that looks interesting, though he has a soft spot for RPGs, soulslikes, roguelikes, deckbuilders, MMOs, and weird indie titles. He also plays a shelf load of TTRPGs in his offline time. Don't ask him what his favourite system is, he has too many.

You must confirm your public display name before commenting

Please logout and then login again, you will then be prompted to enter your display name.