Veritas (BG class of 2004) ran me through Deadmines on WoW the other day and as we were progressing I noticed something that seemed kind of insignificant but is very important for FFXI. The scenery changed within the zone. I don't remember it exactly but it seemed to go like house->mines->blacksmith area->forge->elevator thing->(door you blow up with a cannon)underground river with a ship & woodworking facility off to the side all in one zone. It reminded me a lot of SolB in EQ, running from lava caves->noxious spider lair->fire giant castle entrance->inside a fire giant castle->drawbridge->nagafen prep area->nagafen's lair itself or something roughly like that.
Any semblance of a raid in FFXI, for example dynamisxar, is snowy field with dark sky->snowy field with dark sky in front of a castle. Limbus, dull color floor->dull color floor, or white room->white room. I think FFXI could improve drastically if square improved the environment to where it would change based on where you are. I think the tiniest example of this is the Fafnir pop area which is really the only nicely designed visual unique-to-a-zone looking spot I can think of in the entire game.
For anyone who knows about graphic design in games, or whatever the applicable field, is it more likely that square has extremely boring environments because they're incapable of imagining/designing it, or because PS2 can't handle the amount of graphics? It seems like each zone has something like a tileset in an FPS or RTS (snow, desert, white room, dull floor) and isn't able to display anything else. Does anyone else care that the zones' appearances are completely static?
I'd ask Square but they're too busy answering "Why can't I charm stroper chyme?" (wonder if that dude was trying to be rebellious by asking that )