Fooooor the record. Final Fantasy XI had a circus troop. The number one conquest nation had a group of npc's that had a little cart wagon. There was a juggler, a fire breather etc. They didn't do much but stand their and loop animation. But it was there.
And about the post on how much it would take them to accomplish a jump.
I imagine something along the lines of...
-The preproduction
I highly doubt a seasoned animation and programming team would just go "Derpderp makem jump".
There would probably be a significant amount of conceptualizing how they want the characters to jump. What reasons do they want the players to be able to jump for. What do they want the animations to look like and what kind of feel do they want from the jump's animation. (Waiting for someone to go "Just make a cool jump")
-The programming
-The scripting for the input
-The scripting to tie it in with other movement. And any other conflicting programming it would have to be roped into. Things like those bugs you're oh so accustomed to by now. Like if you go into active mode and jump and then your client crashes. I'm sure they'd want to preemptively fix that stuff.
-The tie ins for collision walls
-The environment
-Remapping of the collisons
-Checking vertical planes.
-Adding new collisions. To either block players from certain points or allow landing on certain previously unreachable points.
-The Animation
-For all races and genders. (And knowing S.E. wanting to make the animations pretty. Finessing that will probably take quite a bit of time.)
-The lift off
* Active mode AND Passive mode
-The landing
* Active mode AND Passive mode
-If you've noticed...when you turn your character in FF14...hell if you face away from someone. and then lock on to the person behind you. there's a rather elegant turn around step animation. I imagine square would attempt to incorporate something similar. When a character runs and quick turns they actually have a bit of actual animation that makes it look natural. Instead of an awkward rotation into a new direction. So I would figure they would do something to make that quick turn possible upon landing a jump.
-The dynamics for every piece of armor in the game as well as hair, tails. If you hadn't noticed there's dynamics on your character. That's pretty unfortunate. I was tripping balls the first time I played. Sat there for thirty minutes wiggling my character's face in front of my screen just to see the hair move.
-The particle effects used for landing and lift.
(OH~! I didn't even consider this deeply at first~!)
Floor effects for the rivers, the small streams, when it rains, in the dust storms. Any weird stuff that might be in Mhordona that u walk in.
-The sound effects for the jumping and landing
-The possible sound effects they may do for varying armor types.
-Your characters voice. Will they make a grunt or shout when jumping. If so. For every race, every gender and voice type.
I'm going to add more as I think of it.