Most of the assets used in ARR are either remade or brand new.
Animations, sounds, gear, abilties, battle effects, cutscenes, NPCS and overall concepts were completely scratched from 1.23. So "re-using" assets wasn't really something Arcanist has the luxury of. T
The only thing that really remains from the original Arcanist is the name and the guild. (As the original 1.23 concept for Arcanist wasn't anything similar)

Originally Posted by
Tupsi
Actually...In XIV 1.0 development interviews they stated they could pump out assets a lot easier in XIV than they could with XI including a deformer to easily and quickly create armors for the races which dramatically cut down production time. Iirc, over on XI forum they stated it takes about the same time to create assets for that game as it does this game. Asset creation is usually dependent on the engine itself which by common sense, you'd think it'd be MUCH more easier to create assets for ARR than XI since even Yoshi said recently they literally had zero issues working with the PS3 or PS4 which means there's really no "barriers" that would make the assets difficult - Hell, it's more streamlined than ever these days compared to when XI was developed.

Originally Posted by
Tupsi
Asset creation is usually dependent on the engine itself which by common sense,
Not really, it depends on the type of assets, the amount of assets, the quality, the production targets you've set.
The engine is just a basis, however 1.23 had some interesting ways to cut things down.
Your engine bears no weight on actually changing to asset-pipeline for certain segments, these still take a long time, and it's something that many companies who previously developed in the PS1>2 era found difficult to deal with when transitioning from the PS2>3.
FFXIV actually had considerably more to do overall and in a shorter period of time which is why they buckled under the pressure of bad planning and communication in the first place. Unless you can find me an official quote to state otherwise, that was simply mis-information. In terms of the overall production (assets too) there is a lot more to be done now than lets say 5-10 years ago, and the process can take just as long if not longer on occasions to produce content of a higher quality (and of more detail).
FFXIV
could have produced everyhthing they intended (all the classes, quests, events, gameplay mechanics/content) if they'd set production targets and managed their development with (as the new team use) the 'American Development Cycle' for games. You set a target for "Conjurer Cutscenes: 23rd May", you work, cut corners and ignore the frill to meet the target. 1.23s development team
did not do this which is why you missed out on all the extra classes and additions on launch.
As for working with the PS3/PS4, I don't knwo why you're telling me this, the console itself would have no bearing at all on content creation, only implementation. (And that quote in itself is a lie, as the PS3 has currently reached its floating memory limit already before patch 2.2 has even dropped. There are a lot of segments of this game that simply cannot change now due to this, a list longer than I feel the need to populate here.

Originally Posted by
Tupsi
Actually...In XIV 1.0 development interviews they stated they could pump out assets a lot easier in XIV than they could with XI including a deformer to easily and quickly create armors for the races which dramatically cut down production time.
The mesh deformer simply allowed them to lets say, put a boot over a pair of long trousers, the topology of the trousers would 'slip' inside of the boot.
Things like that sped it up, but creating the original content from Concept > Engine is a longer processes than it was (which is why they invested so much time in 1.23 finding ways to speed it up).