I’ve noticed discussions surrounding the latest interview with Lead Battle Designer Nakagawa. It seems like the developers may be misunderstanding what players want from Midcore content, assuming it should sit between Extreme and Savage difficulties. I believe that’s not the case.
Midcore isn’t about a specific difficulty tier. It’s about investment.
Casual content focuses on non-committal activities like story, crafting, treasure maps, and hunts.
Hardcore content includes Savage and Ultimates, which require significant planning and commitment.
Midcore is the middle ground—content that offers degrees of challenge, allowing players to invest time without requiring a rigid commitment. Examples include Deep Dungeons, Eureka/Bozja, and Variant Dungeons. These activities can be tackled solo or with friends, offering varied challenges and rewarding players’ time, not just their skill level.
Eureka and Bozja illustrate Midcore well. While I've barely scratched the surface of this content I know They place players in hostile environments where collaboration with others is more efficient. While you don’t need to form static groups, many players create Discord communities to loosely organize, guide others, and navigate challenging encounters like a rite of passage. These systems allow players to set their own pace and build toward high-stakes content over time, creating a sense of progression.
There is that large-scale difficult Raid content - but it doesn't toss you into Absolute Virtue off the cuff. You build to that.
On the other hand, newer content like Chaotic Raids doesn’t quite capture this essence. It lacks the "set your own terms" approach that defines Midcore. Chaotic Raids ask a lot from players immediately and don’t foster the same community engagement seen in Field Operations. While challenging, their design—being 24-man content—doesn’t prepare players for 8-man raid environments or offer the flexibility Midcore demands.
Where Extremes as an example is what I describe as "Onboarding" Content prepares you for what a Hardcore raid 8-man environment is like.
Chaotic Raids on the other hand to my understanding as I've yet to do it myself, even if your group does everything right one other group could screw up their section. You did nothing wrong you're already in this punishing environment but oop someone tripped on a banana peel in Group C - back to the drawing board. One person quits, then another... now we're back waiting outside the raid. That's not fun. (part of the reason I'm not touching it even though the fight looks fun the experience isn't.
Midcore content should balance approachability and challenge. Criterion Dungeons, for instance, provide a more intimate group experience with elements of high difficulty, making it easier to tackle with friends without needing Party Finder. However, Criterion lacks the strong reward structures seen in Field Operations. Still, it offers replayability through its Variant Dungeons, which present approachable challenges with meaningful rewards. It also gives you an equally engaging piece of content that teaches you what you might see in the Criterion version.
Deep Dungeons, another great example, offer ultimate solo challenges but remain accessible with friends, providing varied layouts, traps, and treasures. Similarly, Field Operations like Eureka/Bozja combine storylines, PvE engagement, and large-scale community efforts, rewarding players’ time investment and collaboration.
Ultimately, Midcore content should be a balance—offering variety, flexibility, and rewards. It needs to engage both casual and hardcore players by rewarding time and effort, not through sheer difficulty.
It’s the center of the Venn diagram, bridging these communities while keeping the game fresh and enjoyable.
-----------------------------------
TL;DR version
Midcore content is the balance point between casual and hardcore gameplay, where players can engage at their own pace. It offers scalable challenges that don’t lock players into strict commitments, rewarding time and effort instead of raw difficulty. This type of content appeals to both casual and hardcore players, providing stimulating, varied experiences that keep people playing. Examples like Bozja, Eureka, Deep Dungeons, and Variant/Criterion Dungeons allow players to explore, challenge themselves, and enjoy rewarding gameplay without feeling overwhelmed or excluded.
TL;DR,DR
Darmok and Jalad at Tanagra his Arms wide.
Continue reading...
Midcore isn’t about a specific difficulty tier. It’s about investment.
Casual content focuses on non-committal activities like story, crafting, treasure maps, and hunts.
Hardcore content includes Savage and Ultimates, which require significant planning and commitment.
Midcore is the middle ground—content that offers degrees of challenge, allowing players to invest time without requiring a rigid commitment. Examples include Deep Dungeons, Eureka/Bozja, and Variant Dungeons. These activities can be tackled solo or with friends, offering varied challenges and rewarding players’ time, not just their skill level.
Eureka and Bozja illustrate Midcore well. While I've barely scratched the surface of this content I know They place players in hostile environments where collaboration with others is more efficient. While you don’t need to form static groups, many players create Discord communities to loosely organize, guide others, and navigate challenging encounters like a rite of passage. These systems allow players to set their own pace and build toward high-stakes content over time, creating a sense of progression.
There is that large-scale difficult Raid content - but it doesn't toss you into Absolute Virtue off the cuff. You build to that.
On the other hand, newer content like Chaotic Raids doesn’t quite capture this essence. It lacks the "set your own terms" approach that defines Midcore. Chaotic Raids ask a lot from players immediately and don’t foster the same community engagement seen in Field Operations. While challenging, their design—being 24-man content—doesn’t prepare players for 8-man raid environments or offer the flexibility Midcore demands.
Where Extremes as an example is what I describe as "Onboarding" Content prepares you for what a Hardcore raid 8-man environment is like.
Chaotic Raids on the other hand to my understanding as I've yet to do it myself, even if your group does everything right one other group could screw up their section. You did nothing wrong you're already in this punishing environment but oop someone tripped on a banana peel in Group C - back to the drawing board. One person quits, then another... now we're back waiting outside the raid. That's not fun. (part of the reason I'm not touching it even though the fight looks fun the experience isn't.
Midcore content should balance approachability and challenge. Criterion Dungeons, for instance, provide a more intimate group experience with elements of high difficulty, making it easier to tackle with friends without needing Party Finder. However, Criterion lacks the strong reward structures seen in Field Operations. Still, it offers replayability through its Variant Dungeons, which present approachable challenges with meaningful rewards. It also gives you an equally engaging piece of content that teaches you what you might see in the Criterion version.
Deep Dungeons, another great example, offer ultimate solo challenges but remain accessible with friends, providing varied layouts, traps, and treasures. Similarly, Field Operations like Eureka/Bozja combine storylines, PvE engagement, and large-scale community efforts, rewarding players’ time investment and collaboration.
Ultimately, Midcore content should be a balance—offering variety, flexibility, and rewards. It needs to engage both casual and hardcore players by rewarding time and effort, not through sheer difficulty.
It’s the center of the Venn diagram, bridging these communities while keeping the game fresh and enjoyable.
-----------------------------------
TL;DR version
Midcore content is the balance point between casual and hardcore gameplay, where players can engage at their own pace. It offers scalable challenges that don’t lock players into strict commitments, rewarding time and effort instead of raw difficulty. This type of content appeals to both casual and hardcore players, providing stimulating, varied experiences that keep people playing. Examples like Bozja, Eureka, Deep Dungeons, and Variant/Criterion Dungeons allow players to explore, challenge themselves, and enjoy rewarding gameplay without feeling overwhelmed or excluded.
TL;DR,DR
Darmok and Jalad at Tanagra his Arms wide.
Continue reading...