This view has always seemed backwards to me.
To me, it's been clear for a while now that the opposite is true: 1.23 was Not Too Bad because it had a fair bit of ARR content in it. That is, the development team took content intended for ARR (some of the later NMs, or Garuda & Mog, neither of whom were in the original slate for Primals, or Castrum Novum, which made use of assets intended, or designed to do double duty with, CM/Praetorium in ARR) and retrofitted some of it onto 1.2x to give customers something to do while they waited for ARR. Ifrit vs. Garuda is a really good example of this, in my mind: the Ifrit fight in 1.0 was substantially different despite using a few similar assets, because it was designed with 1.0 in mind; the ARR fight is somewhat similar, but it's substantially different in a lot of ways to account for system differences in ARR and general refinement. Garuda, meanwhile, is basically the same fight across both versions - because it was designed first for ARR, and then more or less plopped into 1.22 wholesale with minimal alterations.
Things like the chocobo barding or dungeons like Aurum Vale are similar - they were, at "best", done with an eye toward being usable in both versions, if not primarily made for ARR and then put into the 1.2x series of patches because the assets were ready. They weren't really "1.2x content" because they were always being made with an eye toward ARR - keeping 1.x going was, frankly, more of an afterthought. Remember, work on ARR began almost as soon as Yoshida was made producer-director.
So I don't think it's really accurate to think of it almost anything as "1.x" content - because the huge majority of the content seems to have been produced with 2.0 in mind beginning around 1.18 or 1.19.
Not that I expect this to sway anyone's mind because this thread is a pit and people are dead-set on convincing themselves that 1.x was somehow a superior game, but.


Reply With Quote




