Quote Originally Posted by Dirich View Post
Ok, it's from 1.0, but how on earth can a major software house that's been around since the 90s (at least and afaik) end up with issues of such a basic nature. It's literally programming 101. Then again, I've seen codebases where literally everything was handled via the equivalent of std::list, so maybe I should wonder why this kind of stuff still surprises me.
Oh I can answer that one.

Handling data for offline games is simply not the same as handling it for online games. With offline games it mostly comes down to console itself (ram, cpu). With online games you have to account for bandwidth and the amount of people pushing said bandwidth at the same time.

With that same thinking there's also a difference in games that are online but with a smaller data scale (such as the Triad online game that existed) and an MMO with inventories.

FFXI was their only other data-heavy online game before this and it was a completely different team working on it. Simply speaking, whoever worked on 1.0 didn't have the large-scale online experience for it. They then chose to reuse some of the assets of 1.0 for 2.0, not fully thinking out into the future (and honestly given what happened to 1.0, who'd have thought 2.0 would become so popular? They mostly just wanted to get it to be good enough to stop being a big stain on their brand)

Of course they need to figure out how to get away from the 1.0 base code or else this game won't last many more expansions.