From what I have seen mobile version jobs have more depth and identity than PC
It is really weird that they do it for a new game instead of their main milk machine, I think they don't play their game anymore
From what I have seen mobile version jobs have more depth and identity than PC
It is really weird that they do it for a new game instead of their main milk machine, I think they don't play their game anymore



It kind of reminds me of PvP where classes have fewer skills but those skills were well-chosen to craft a job's identity. More like avoiding redundancy than dumbing things down. Fewer buttons can also mean fewer opportunities for overlap. If every healer has 20-30 buttons for example then there is more room to make some actions similar/create equivalences. But if you only have 8-10 buttons per jobs too many equivalent actions will be much more noticeable and you might have a stronger incentive to make the few buttons you have meaningful and unique.
I can only hope that this is a wake-up call that creates some pressure (and/or opportunity) for them to take the issues of their outdated underlying code seriously and start a project to overhaul it from the ground.This feels like it confirms something I both feared and somewhat expected, that XIV's development is still stuck in 2014. Probably using outdated tools and slow internal processes that actively hamper them, all because "it's how we've always done things."
Iirc similar info came out of Bethesda somewhat recently, where their way of making games hasn't evolved and everything is taking significantly longer than it should.
I don't know if this is possible but perhaps there's not just a PC --> mobile one-way ticket and instead you can also use the mobile game code as a foundation/starting point for a modernised PC and PS5 version? (Perhaps that's total nonsense though, I'm not a programmer. I just thought of Genshin/Infinity Nikki/Wuthering Waves/etc. who develop the same game for several platforms simultaneously. So I wonder do they really create every version from scratch or can you reduce the workload by using some code/programming across platforms?)
Last edited by Loggos; 12-10-2024 at 04:01 AM.


it depend. generally, since thoses games first target is the mobile market, they use either Vulkan or OpenGL as 2D/3D Render API.(Perhaps that's total nonsense though, I'm not a programmer. I just thought of Genshin/Infinity Nikki/Wuthering Waves/etc. who develop the same game for several platforms simultaneously. So I wonder do they really create every version from scratch or can you reduce the workload by using some code/programming across platforms?)
OpenGL is the most cross-platform API, while Vulkan was dev for Android but it's based on an AMD technology (And AMD Chipset are used on X-box and PS4/5).
Or they use already well know and cross-platform Graphical Engine (like Unreal Engine, Unity etc...) and Game Engine to facilitate the port to another platform.



Gachas have historically been built in Unity, though some companies have started moving to Unreal. I haven't had much luck looking up rendering APIs, but I think most at least use OpenGL and some version of DirectX.it depend. generally, since thoses games first target is the mobile market, they use either Vulkan or OpenGL as 2D/3D Render API.
OpenGL is the most cross-platform API, while Vulkan was dev for Android but it's based on an AMD technology (And AMD Chipset are used on X-box and PS4/5).
Or they use already well know and cross-platform Graphical Engine (like Unreal Engine, Unity etc...) and Game Engine to facilitate the port to another platform.
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