I'm seeing this trend over the last dozen pages, if you guys want "a mainline game every few years with short time gaps", why are you guys limiting the pipeline to just two teams? Wouldn't it be better to have a third one (or even a forth) that could work as another buffer between CS1 & CS3? The former Luminous Productions team is right there under CS2.
It's incredibly unlikely there will be any more than two teams at once for FF, so people aren't going to theorize more than that.
I suspect Luminous in particular isn't even part of CS2 at this moment, for all we know, they might be in CS4 or CS5 now. Whichever one is the new non-mobile division. Though that raises the question of exactly what the new division is even for, and my bet would be on a division that split away from the former CBU2 to focus on the Nier franchise.
I feel that this read on online service games is a really outdated take that is disconnected with the reality of successful service games today.
By and large the most successful ones today are things that a huge audience actually want to play and they are very grateful that there's a low barrier to entry being F2P, while also offering a wealth of content. There's also the social element that allows them to be connected with friends within a game, regardless if they are online friends or friends they know in person. The demographics that play these games range from kids as young as 4 years old, to adults in their 40s and 50s.
The games vary in genre from building/crafting sims, to hero shooters, to action RPGs, to turn based RPGs, to board games, etc. In most instances there isn't anything compelling you to spend money to actually enjoy the games, but if you do feel inclined to, there's often a lot to spend on. I would say that gacha in itself doesn't even form the entirety of the business model these days. It might apply to certain games more than others, but the traditional pure gamble gacha titles with a zillion banners are actually the less successful ones. Many games make money from cosmetics, battle passes for quick unlocks, and so on.
While we will always hear occasional stories of people ending up with a huge bill because of microtransactions, those are very much not the norm. I would say that among all the people I know, especially the teens I work with through church and volunteer stuff, the average spending on these service games that they enjoy would be less than what "core gamers" tend to spend in a month on buying full price retail games.
Yeah, to blame 'gacha' for the woes of the whole industry is a major misread on how we got to this point today, the same way we boomers turned up their noses at the very concept of mobile gaming in the past, only to get blindsided as the tech got more and more involved to the point where Sony is now paying big bucks to get games like Genshin and HSR on their platform while trying to keep them away from Switch and Xbox.
The success of live service games is generally because they are actually much more accessible. While Sony, Microsoft, and Nintendo fanboys back in the day were out console warring over the big three cutting advertising and exclusivity deals for machines that were expected to be replaced every 5 years or so (and demanding that newly developed games take advantage of the new hardware as much as they can), Valve went out and made a storefront on the PC that revitalized PC gaming development, and mobile gaming entered the scene, providing avenues for gaming development in a market that wasn't nearly as tightly controlled as console development was.
People may ridicule the shit out of that Blizzard Diablo Immortal reveal with the whole 'don't you all have phones' thing, but let's be real, the average 10-20 year old gamer today either has a phone that can run mobile games decently, a PC capable of running all but the highest fidelity games, or if they own a console at all, they probably have a Switch. Between all that, they have access to a wide range of games already. That audience is not going out of their way to convince their parents to buy a $600 PS5 so they can play some exclusive $70 games on top of that. The average gamer also won't be dropping anywhere near that much money in their favored live service game either. Which, by the way, is about how much Rebirth would cost them if they didn't already have a PS5.
At this point, I wonder how many new gamers in the 10-20 year old age bracket even give any shits at all about the 30+ year old grownups console warring over their PS5/Xbox/Switches. After this console generation is over, will we even have a next console generation to begin with? At minimum, it will be very different from before, when we have a new generation of gamers that aren't conditioned to be doing anything possible to upgrade to any new consoles immediately, to the point where traditional console warring may be meaningless.
That said, I don't expect SE to go all in on chasing Genshin gacha money. We already know chasing trends for the sake of chasing them is bad, and SE doesn't have the war chest to compete (Genshin and HSR's production values and subsequently budget are astronomical by mobile standards, it is not easy to make mobile live service games with a 6 week content cycle that can easily pass as a console/PC game). There's a lot of other live service things they can do in the meantime without going into full blown high fidelity gacha.
If they're paying as much attention to Capcom as everyone insists they should do, they'd see Monster Hunter sitting at the top making bank with copies sold, the player retention with title updates, AND the cosmetic microtransactions that people could more easily justify buying if they love the games that much to continue playing them to begin with. There's also Street Fighter. While games like Resident Evil are much more beloved in these hardcore communities and have more copies sold, I wonder if Street Fighter as a franchise might be more profitable in actual reality, because of the multiplayer live service nature of the games and their updates keeping player retention high for people to buy into the DLC and microtransactions, as opposed to one and done deals that the Resident Evil games consist of.
Maybe we'll see XVII remain a single player game, but I wonder if it might pivot towards a gameplay structure that allows for continuous DLC updates and eventual multiplayer support. JRPGs do have a problem with legs if they aren't Pokemon, and Pokemon does get live-service type events and DLC nowadays.