It's a combination of a number of things really.
You didn't notice texture reuse as much in XI *even though* there was plenty of reuse in XI because the layouts were different and there were unique map features. Also, since the maps were smaller, you didn't spend as much time traversing them to notice it.
Every XI veteran knows Crawler's nest and Boyahda Tree are basically the same place, except BT has the waterfall, organic lakes, and Goobbues, while CN has mossy testicles, lots of twisty narrow passageways, and more overall "depth".
Pso'Xja and Horutoto Ruins share a lot of the same architecture/textures, but Pso'Xja uses different lighting/color filters to give it a different appearance, plus it's much more claustrophobic, and there's significantly different mobs there.
Even Carpenter's Landing had an excuse to be very much like Jugner, but they gave it enough of its own flavor with the layouts and the little touches here and there, like the logs on land and coming out of the water, that godforsaken owl, and the spider nests (the passageway webbing I believe was in Jugner, but not the nests).
Some of these features are in XIV, but they're more spread out and you have to go looking for them. I anticipate more of them would be present, but the maps, like so much else in the game, were simply rushed. It's probably safe to say that The Black Shroud was the last region they worked on, since they showed La Noscea in the very first demo, and Thanalan has far less of this problem than The Black Shroud.
I almost get the impression based on the lore and the layouts that they originally intended for The Black Shroud to be something along the lines of the Old Forest in LOTR, where if you strayed off the roads, the forest itself would start shifting and changing shape preventing you from easily returning to the road, but as cool as this sounds, I can't imagine it being very feasible to do in-game, and it'd piss off a lot of people.

Reply With Quote





. I voted for zones



