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For me it's when you have Mahjong done like in Yakuza 0, with its nearly two dozen CP goals (not actual numbers likely, but you get the point) that it becomes a bit too much for the majority of people who want to actually complete the game and 100% it. I did it, through tons of sheer luck, will and brute forcing sometimes through it.
Personally as long as they don't tie achievements (beside the in-game trophy as you mentioned) then I don't think it'll do much harm to the broader community as a whole. I couldn't tell you how obnoxious the Mahjong achievements were to get in Yakuza 3 and 4. Especially given some people (myself included) find it that it feels like the AI sometimes cheats.
These games have tiers of "completion." Some people think completion means beating the game. Some people think completion means getting all of the achievements. The real completionists feel that completion means attending to the entire list of challenges you can find in the game's submenu. That's about, what, 5% of players?
I feel like you didn't read my post in its entirety. Because the Mahjong content I'm talking about falls outside of all three categories.
You get trophy items for completing Yakuza 4's individual mahjong tournaments. It's not advertised. They don't even show them in a "list of things you can win." You only find out when you win, and that's after at least 15 full mahjong games per tournament.
Would you feel like you needed to do this to "complete" Yakuza 4?
Bottom line is that no, 99.9% folks would not. The entire point of having such rewards, or of presenting multi-game tournaments that are 100% optional, is to give Mahjong some substance. Substance which Mahjong completely lacks in Like a Dragon, Lost Judgment, and now Like a Dragon Gaiden.
I really love Mahjong, it's so entertaining and it is equally enjoyable and frustrating at the same time.
They are targeting EVERYTHING. Mahjong just happened to get caught in the crossfire.
As someone who loves to 100% these games, the fact that the main series seems to have abandoned the completion list as a metric was a pretty large blow. The only reason I ever learnt games like Koi Koi, Shogi, Mahjong, and Oichu Kabu was because they were completion metrics, which gave me a reason to try these otherwise unknown side games. Gave me a reason to LEARN them. And the result was I fell in love with mahjong and koi-koi especially. Games I otherwise probably would never have touched, had it not been for the completion list. I know people are going to see this and do the usual "you let your enjoyment be controlled by doing achievements get a life", but this simply isn't true here. I never planned to 100% yakuza. It was simply "there's a reward for trying this stuff" and I thought "hey why not". And then went on to 100% it because I had so much fun doing the varied stuff.
Now look at Y7 in comparison. No real reason to complete the PTH list, especially not after Ichi maxed his personality. Absolutely no reward at all. No bonus stats, no achievement, no special gear. Nothing. This in turn also applied to Gaiden.
Ontop of all this however, there's another glaring issue. Whilst 7 and Gaiden had no reason to complete their completion lists, they did follow a different trend. Decreasing the difficulty of the list.
6 was the first game to do this. 7 followed this. JE and LJ are a bit different, but as you said, they're trying to appease the western audience with the main series. I don't think this has been applied to JE/LJ, seeing as LJ still has a pretty hefty completion list AND a completion metric/reward for it.
Gaiden, on the other hand, made it the most obvious.
Arcade fighters used to usually have something like "Beat the game plus the secret boss", a task that certainly isn't that easy to do especially if you've never played that specific fighting game before. Gaiden? "Win 20 matches, win once as each character"/
Arcade racers used to be "get x score" or "place first in every stage". Gaiden? "Play the game 10 times, complete each practice stage"
Golf used to have far higher score requirements. Hell, I remember one of them having something like you needed to get like 2000 points in golf, and yet in Gaiden it is 300 in each course. For bingo it just wants you to get so many bingos total, compared to how it wanted you to play a perfect game previously.
Things like pocket circuit would want you to beat EVERY race possible, and collect EVERY part. Gaiden just wants you to beat *most* of the races, and *most* of the parts.
Shogi used to want you to WIN games, now it just wants you to COMPLETE games. UFO catcher wanted you to get ALL of them, now it just wants SOME of them. Colliseum wanted you to perform well in every fight, now it just wants you to win every fight.
And so on and so on. This isn't something limited to just mahjong at all. I wouldn't even argue that mahjong got hit the hardest either, because arcade games got hit harder than anything else. Mahjong still at least requires you to win games, and requires you to win on a harder table at that, so you still need to know how to play it. The arcade games mostly just want to you play them, or win the practice fights on the easy machine.
They can mass appeal without stealing away the incentives. Really, they can, I promise. But whoever's calling the shots is making poor decisions.
I underscore Mahjong because I feel it is the minigame which has taken the biggest ding by far. Mahjong is important enough in Japan to command a big presence among all non-specialized minigames in the franchise. Yet they have chosen to reduce it down to about 1 hour total per game. One hour of total content, let alone the even lesser amount needed to satisfy the blatant challenges. In Y4, if you really went and did everything, you could have a good 10+ hours of Mahjong, spread across a very long game. All completely optional and painlessly ignorable by anyone who just doesn't care—no achievements; no challenges; just some fluff items that you can't get any other way.
It worries me that the design team can't see how easy this is.
I do still stand by the mahjong point though. It's definitely not taken the biggest hit. Considering that it is ultimately a game of RNG, I'm glad they aren't like Y3 was anymore, I just wish there was more variety to them. Things like "Go out with Riichi x times", and "Go out with a haneman", or "All pairs". Stuff that is reasonably easy to achieve without having to rely on RNG too much, but is varied enough that you can't just stack them all necessarily.
They could also potentially get around the issues of Shogi Mahjong Koi Koi Oichu-Kabu and Cee-Lo by having you play some scripted tutorial hands too. A tutorial that you could skip if you know, and they could just copy-paste between each game, instead of just hurling controls at you and then expecting you to read the manual itself. Show don't tell, is it not?
Here's the thing though: completion list challenges are ridiculously easy to implement, considering they're still there in the games anyway. The games aren't balanced around completing them either. They exist almost exclusively for the people who like the challenge of them. The problem is that these people are being gradually abandoned by the devs, who are neutering the challenge of the games by a gigantic amount in favour of the people who don't like challenge. The people who wouldn't be interested in completion in the first place.
For another thing, adding new content is so painless that it probably takes like 10 minutes. In Judgment, Tachibana asks the player do get a certain tricky hand, and then to get a certain other tricky hand, etc. And if you pull it off, you get awarded the same cheat items they've had in every RGG game ever. There's no spoken dialogue. It's just text, an NPC dialogue event, you get an item, boom, done. How long did this really take to slap together? Not enough time to qualify at all as "devoting resources." Somebody on the dev team had a good idea for fleshing out the Mahjong content and they put it together by themselves in nothing flat.
Same deal with an earlier Yakuza game where you would be steadily challenged by Mahjong fans on the street if you kept at it. Neat! Thanks to the scripted nature of how everything is arranged in these games, it probably took all of half an hour to put together the whole thing, and definitely made the Mahjong experience in that game feel like something worth investing some time into.