Just out of curiosity, would it be too difficult from a technical standpoint to implement seasonal effects and environmental growth characteristics to give the world more of a live feel over time?

Seasonal Effects: Four seasons a year with a transitory period from one to the other. Obviously Winter snow melts, Spring showers and flowers, Summer growth and abundance, Autumns brings about changing colors and colder temperatures which lead back to winter...

How hard would it be to create 4 versions of Eorzea corresponding to these seasons with a transition from one to the other on a yearly cycle? which leads me to my next point...

Environmental growth: This cycle would repeat over a 10 or 100 year (in game) period, but the concept stays the same. Let's use a tree for example: Seedling Sprouts, grows into a shrub or small tree, attains maturity at which point it can be harvested, and finally falls over in the wind due to it's large stature and a weakening root system to finish as a fallen log which harbors the growth of various forms of flora that can then be harvested such has mushrooms etc.

You can see I have tied in Botanist into the above example, in this case a tree only becomes available to logging at it's mature state and eventually the same point becomes unavailable to main hand logging but available to offhand harvesting in the form of a rotting log. In this case each tree would have a 10 or 100 year cycle, and if each tree was implemented at a different period in the cycle you could create a living forest of sorts.

Any ideas? I am no game designer or programmer so I have no idea what the feasability or complexity involved would be but I am informed that other MMOs have seasonal effects to a degree or another.

Please, Discuss.

Edit: Like if you would like to see this implemented.