FF15 is a completely different team that had a different engine and a completely different design priority, and the team working on that had 5 years and still shipped an incomplete product because they focused their attention on getting the engine to work and making the empty open world(much of which is walled off space).
XV did not have 5 years of dev time.
Tabata was called in to reboot for next-gen a canceled Versus from scratch in 2012 since it was in development hell for 6 years already. His team made a prototype vision with Nomura on the PS3 ebony engine + pre-render slices for a year to show higher-ups what type of game they want to make, it was basically a lot of guesswork since next-gen consoles weren't even out yet. Then they migrated over to Luminous in 2013 for full production, co-developed XV along with it and released it 3 years later in 2016. That's a rather short dev time given for a AAA open-world current-gen game where most of the dev's previous experiences were mobile games and the other stuck in limbo on Versus.
The shot at "empty open world" is funny too because the majority of side content in VIIR are literal copies of FFXV side-quest designs, most NPCs could even be swapped between the two without much difference. XV's world is still filled with varied wild-life and enemies roaming around, diverse environment assets, and dungeons to discover.
Blaming XV on being, in your opinion, "incomplete" partly due to them trying to "get the engine to work" is really quite a statement too. Every game developer is literally "trying to get their engine to work", even on UE4.
VII-R was in development since 2014, a full 5-6 year dev time for a very linear game on an already established engine. VII-R literally had the benefits of a first-party title and had only the Playstation platform to focus optimization on for its release, whereas XV devs needed to split their optimization efforts for both Playstation and an underpowered Xbox. XV did have different priorities as you said, open world vs. highly linear corridor maps, fully dynamic lights/shadows and weather effects which is more taxing on the hardware, the summons are on a completely different scale and were large set pieces in their own right, and it still somehow remained more consistent looking than VIIR, so yes it's baffling VIIR released with these asset issues.
I just find it strange that you give a pass and make excuses for VIIR's jarring technical problems when you were always pretty quick to crap on Luminous on other forums. The hyperbole, exaggeration, and misinformation you spewed about Luminous is worse than any of London's posts, in which case his complaints actually have substance considering the proof is found consistently throughout entire chapters and towns.
https://www.resetera.com/threads/fi...-to-come-in-june.116098/page-57#post-20654636
They basically surpassed Advent children level models with this game....people complained about FF15's character models even in cutscenes but this...is like a generation ahead
UE4 STAY STYLIN ON LUMINOUS STUDIO
sunk cost fallacy. im guessing its not as big a dumpster fire as crystal tools, and its future proof so they can add stuff onto it...but its def not malleable or easy to use like UE4...the studio working with it also has to be the engine programmers for it...rather than teaching others how to use it
True.I guess SE are just shitty trying to make multipurpose engines work for multiple games then
Forum gamers should really just stop picking and choosing which engines to blame when a game turns out to be something they like or don't like. It's a weird way to look at game development, which is always difficult regardless of the engine used. There's a lot of pros to having your own engine, as there is with an off-self general purpose one. I'm all for having diverse engines throughout the industry.