Quote:
Seeing as how you don't work at SE, and aren't making a game for multi-platforms, costing your company tens if not a hundred million dollars, it would certainly make sense why you don't get it
"Ed Gruberman, you fail to grasp Tae Kwon Leap. Approach me that you might learn. . ."
"Tae Kwon Leap: Boot To The Head"
/to the topic at hand:
I can definitely see the possibility that it's a ram/computational issue with the PoS3, if for no other reason than to make it a "level playing field" for all platforms. I don't like it, but this is SE, and I played FFXI, so I wouldn't be remotely shocked.
As far as transitional boundaries are concerned, this sounds like a cop out to me. One is limited ONLY by one's imagination. Teleports, caves, tunnels, climbs, falls. . there are ways around this. I have my suspicions about how SE codes, and it wouldn't surprise me to find out that half the reason they do the things they do is because they're trying to find ways to use old code in new situations [To this DAY I swear that 1.0 was an emulated port of the XI engine, though I have no capability of proving it]
Don't get me wrong here: I'm not bothered by the inclusion of zones. In ARR they work, as they did in XI [and in less than half the time, which is a plus]
Ultimately though, we'll never know the real truth, because this is SE we're talking about. It lends an air of mystique to what they do, I'll admit, but I still feel they'd be a lot better off if they took a page from the west and just plainly and openly explained the requirements for some of their decisions without all the hyperbole. "artistic transitions" is *NOT* the reason, I'm sure.
Edit:
Because some smart alec will point it out, yes I am aware that teleports are a form of zoning. This fact did not escape me
Edited, Jul 7th 2013 11:54am by seneleron