I guess I'm wondering why they would want the two systems to be the same. MMO engine design and Action-oriented RPG design are very different. I can understand that they share a lot of commonalities, and it seems that based on interviews they started with XIV for at least the preproduction stuff.
I certainly wouldn't want to use the gameplay processing from my MMO for my action RPG or vice versa. Rendering pipeline, sure. Asset sharing, sure -- your comment about the eat animation. But there are so many things where those systems wouldn't well align as I alluded to. How you would implement glam systems in XIV and XVI would vary greatly. In XVI you could cache the specific choices the character had made and load them quickly. In XIV you can cache your own, but you can't cache everyone else's. You don't know who's going to pop onto your screen until they do. And when they do, they can also quick change. Which means you need to have all the assets for all their potential equipment swaps as well. It's just a different set of needs. FFXIV assets are probably a lot more memory intensive than a lot of MMOs, especially for when it came out. XVI doesn't need to be able to randomly fetch assets because another networked player popped into view.
Responsiveness is another big change. The gameplay loop in XIV has to account for a lot of network latency and has netcode. XVI doesn't. XVI processes locally on a fast CPU and GPU meaning you can tune the engine for low-latency responses. Why would they do that for XIV? Why tune it for low latency when the floor for XIV in terms of latency is orders of magnitude higher than for a locally processed PS4?
I'm not saying XIV is bad, though it is older and still needs to support bad hardware. But the devs have repeated said that they can't do certain things because of technical debt / spaghetti code from 1.0. I choose to believe them, and I do not judge them for it. I just have an understanding that there are likely some things that are difficult to pull off with their current codebase and execution engine -- half which lives on our machine and half on their servers.
They've likely done their best trying to build on top of sometimes shaky foundations all the while living under extremely tight deadlines. I do not envy them.


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