• switchboard_pete@fedia.io
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      24 days ago

      “perfectly tuned” means their game engine is coupled to their game design, which yeah, more or less makes genuine creativity impossible

      not to mention the psychological factors, like the hurdle of convincing higher ups to try something new when simply not doing that is 10x less work

  • I think they (and by that I mean management) just don’t want to spend the time getting the developers themselves up to speed on a new system. They’ve used the current one for so damn long, they likely based all scheduling on the fact that most of the people working there know it inside and out.

    They’ve probably also put considerable work into the next project already and don’t want to start over.

    • switchboard_pete@fedia.io
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      24 days ago

      They’ve probably also put considerable work into the next project already

      fallout 4 was 9 years ago, and people wanted them to switch to a new engine then

      you’re right, of course, but good lord have they had ample time to course correct since then

    • switchboard_pete@fedia.io
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      24 days ago

      counterpoint: if it isn’t the engine holding them back, then everyone left is just fundamentally bad at designing games (i’m not counting “let’s just copy what we designed last time” as design), and that’s worse

      • Renacles@lemmy.world
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        24 days ago

        I also don’t think it’s fair to blame the devs,I think they have a lack of direction.

        Ever since Fallout 4, they’ve been trying to take their games in every direction possible at the same time.

        Crafting? Check Vehicles? Check Skills? Check Online? Why not? Thousands of procedurally generated planets? Go for it Story? Anything goes, it doesn’t need to make sense

        The gameplay loop in Skyrim made sense, quests took you to dungeons that gave you loot which took you back to towns and more quests.

        • Maggoty@lemmy.world
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          24 days ago

          Ugh the crafting is a drag. You need to level up, you need to build outposts for materials, and you need to create useless stuff as practice, and you have to deal with an inventory system from 2010. It’s like after the daggers in Skyrim they decided crafters in a single player game needed to be punished. Any one of those systems would have worked to provide a feeling of progression and keeping people from going too fast on crafting.

          • Renacles@lemmy.world
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            24 days ago

            And it doesn’t even interact with anything else!

            You can either get materials by setting up a bunch of outposts which is a complete drag or buying them at like one shop in Akila City.

            It’s like they saw they had that in Fallout 4 and 76, ported it over and then remembered that you can’t scrap random junk to get the materials.

            It’s not even used for ship upgrades. Why does it even exist???

      • CALIGVLA@lemmy.dbzer0.com
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        24 days ago

        then everyone left is just fundamentally bad at designing games

        Obviously. The problem with Bethesda was never the damn engine, they’ve been consecutively dumbing down their games ever since Oblivion. The only anomaly was New Vegas made by Obsidian, which are actually competent at making RPGs and even with the dated FO3 engine at the time they managed to make one of the best games ever. The problem was never the engine, it’s their game design philosophy.

        • switchboard_pete@fedia.io
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          24 days ago

          the average player doesn’t care about crunchy rpg systems. they do care if the core gameplay would’ve been outdated in 2010.

          bethesda doesn’t seem to be able to improve the core gameplay because the engine can’t cope.

          even if you fixed the writing and tossed out the awful procedural generation in favor of hand-crafted environments, at it heart it’s still going to play like a stripped down borderlands 1

          • CALIGVLA@lemmy.dbzer0.com
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            24 days ago

            bethesda doesn’t seem to be able to improve the core gameplay because the engine can’t cope.

            No, Bethesda can’t improve because they keep catering for the lowest common denominator, engine has never had anything to do with it, it never has. They don’t need a complex RPG system with a ton of flashy new things; New Vegas wasn’t complex, it was fairly streamlined as far as RPGs go, what they need is better writers and better game designers that know how make interesting worlds, quests, characters and gameplay mechanics.

            even if you fixed the writing and tossed out the awful procedural generation in favor of hand-crafted environments, at it heart it’s still going to play like a stripped down borderlands 1

            Because they’ve been dumbing down their games since forever, bring back more robust roleplay with more actions and consequences, fully fleshed out mechanics, get better writers. Just look at Fallout: London, despite the bugs everyone that has played it agrees it’s the best “Bethesda game” since New Vegas, another game that wasn’t actually made by Bethesda. I’ll repeat: the problem was never the engine.

            • switchboard_pete@fedia.io
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              24 days ago

              Bethesda can’t improve because they keep catering for the lowest common denominator

              even in your ideal world where they perfect the world, quests and characters, tes 6 is still going to suck if core gameplay plays the same as skyrim, which played the same as oblivion

              they can’t improve that core gameplay without a better engine

              new vegas and london are popular in the same way 1 and 2 are popular, which is “not mainstream enough to sustain a studio like bethesda”.

          • Jakeroxs@sh.itjust.works
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            24 days ago

            Starfields core gameplay is actually leagues more refined then prior games on the same engine, feels really good to play, where it lacks heavily is story, which is historically how they made up the difference between the lackluster gameplay.

            To clarify a little, I mostly mean the FPS style gunplay.

            • switchboard_pete@fedia.io
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              24 days ago

              which is historically how they made up the difference between the lackluster gameplay

              you and i must have been playing different bethesda games, because none of them have been particularly interesting

              • Jakeroxs@sh.itjust.works
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                24 days ago

                Elder Scrolls lore is pretty cool, they’ve never been AMAZING stories, but there’s enough there to RP and make decisions and such that have some kind of impact.

  • RightHandOfIkaros@lemmy.world
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    24 days ago

    It makes sense. It would be pretty costly to train everyone there on a new engine and tweak the new engine enough to play nice with the kind of games they want to make.

    • vasametropolis@lemm.ee
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      24 days ago

      I mean it is, but it might be less costly than continuing on the proprietary engine. CD Projekt and Halo both cut their losses and moved to UE5 as a compromise moving forward .

      If CD Projekt, creators of one of the best RPGs of the last 20 years, thinks they can benefit from an engine switch I’m inclined to think they might be right.

      • RightHandOfIkaros@lemmy.world
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        24 days ago

        The problem with Halo is that 343 didn’t keep a lot of the people that actually knew how to use the Blam/Slipspace engine. They didn’t want Bungie employees working there. So of course they were going to switch to Unreal. Now Halo is going to have the same bad performance problems all the other games that use Unreal have been having lately.

        A big benefit of using a proprietary game engine is that the development studio does not need to pay a yearly fee per person for a game engine license every year that a game is in development. That gets very expensive very quickly. Both 343 and CD Projekt have a lot more money behind them now than they did 10 years ago, so they must think the huge financial loss is somehow going to please investors. Because at the end of the day, for both companies its all about pleasing the investors, not gamers.

        • Magiilaro@feddit.org
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          24 days ago

          Not better, but they are different kinds or RPG. Both are open world action RPGs yes, but CDPR makes highly story driven games when Bethesda makes sandbox style RPGs where the story is only framing all the mechanics and possibilities. In Bethesda games I can roleplay my characters, in The Witcher I can roleplay as Gerald.

  • addie@feddit.uk
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    24 days ago

    Well; you could use that engine to produce something well-written, deep and interesting like New Vegas, but that still got dinged for being an absurdly bug-ridden release with serious performance issues. It was great despite the engine, not because.

    There’s some slightly-shonky open world engines that support some really impressive RPGs (eg. Baldur’s Gate 3 on the Divinity engine - looks great but performance is arseholes) and some very impressive open-world engines that support some lightweight RPGs (eg. Horizon Forbidden West on the Decima engine - looks great and smooth as butter). And then you’ve got the Creation engine, which looks terrible and has terrible performance, and which runs bugs and glitches in a way that combines into (usually) very shallow RPGs.

    • TriflingToad@lemmy.world
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      24 days ago

      kenshi is also an awesome game on an old engine. Very excited for the sequel using unreal engine that’s coming out in probably 10 years because the indie devs want to release a finished product

  • switchboard_pete@fedia.io
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    24 days ago

    josh sawyer has said their engine has the best content creation pipeline he’s worked with, which is probably why they’re reluctant to give it up

    but surely at this point they have to be doing something in the background to move to a different one. i seriously doubt they didn’t try to get space-to-surface flight working, but evidently the engine didn’t let them…which is more or less the same story as every other time they’ve tried to break out of the mold they’ve carved for themselves. it always ends up a janky mess.

    whenever they build out actual new mechanics for the engine, like the settlement building in fo4, or the space flight in starfield, they’re always just grafted on, rather than being interwoven with existing systems.

    • Maggoty@lemmy.world
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      24 days ago

      The thing that gets me is having the interior of the ships. But that interior doesn’t matter. And if you try to actually RP in your RPG you inevitably get plopped on an airless planet without a suit because of the ship fast travel mechanic. The entire section of stuff there is a complete useless doodad that could be replaced with small cutscenes or static scenes to talk with onboard crew and use upgraded ship things like research stations.

  • Nuke_the_whales@lemmy.world
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    23 days ago

    Ubisoft is worse. I swear, AC mirage has the same issues, glitches and bugs that it has had since the first game. Switch the engine and rebuild from the ground up already. Stop releasing the same game reskinned

  • Bakkoda@sh.itjust.works
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    23 days ago

    Same game engine that had me spinning uncontrollably during the unskippable opening credits on a fresh install?

  • warm@kbin.earth
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    24 days ago

    They just dont want to invest the time to overhaul the engine or start from scratch. Even Call of Duty managed to do this.

      • warm@kbin.earth
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        24 days ago

        Call of Duty is known for recycling as much as possible to pump out yearly games, I was actually surprised to hear they convinced management to give them time to rebuild the engine.

        Besides, doesn’t Bethesda Game Studios have more employees than Infinity Ward?

      • kerrigan778@lemmy.world
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        24 days ago

        Yeah, because Microsoft/ZeniMax/Bethesda is such a small corporation and Fallout/The Elder Scrolls is such an inconsequential, low budget franchise.

      • vasametropolis@lemm.ee
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        24 days ago

        Elder Scrolls probably fits this category as well - not as much as Call of Duty but Bethesda probably has amongst the best RPG sales of anyone. They sold a hilarious number of copies of Skyrim alone.

    • switchboard_pete@fedia.io
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      24 days ago

      the writing, yes

      but if their engine is “perfectly tuned” then that means their engine is informing their design

      they can’t make good design choices because they have to work within the limitations of an over-fitted engine

      • ℍ𝕂-𝟞𝟝@sopuli.xyz
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        24 days ago

        they can’t make good design choices because they have to work within the limitations of an over-fitted engine

        Maybe that’s why Starfield has become a 50% game, 50% loading screen.

      • MoonManKipper@lemmy.world
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        24 days ago

        I think that’s a reach - the difference between boring choices and interesting ones isn’t the engine - look at New Vegas and Daggerfall.

        • switchboard_pete@fedia.io
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          24 days ago

          e.g., starfield would’ve been a very different game had you been able to fly space -> surface, and had there been vehicles to do actual exploring with

          it would’ve completely changed the way the game plays, and opened up new possibilities for design. it also would’ve removed many of the oft-criticized loading screens and made the whole experience flow better.

          but they can’t do any of that, because the engine isn’t good enough to support it.

          sometimes you can’t make a choice because the engine says no

    • I Cast Fist@programming.dev
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      24 days ago

      It’s the writing and the design choices

      I blame Emil Pagliarulo first and foremost. “Design docs? HAHA, that’s for losers!” He’s also the lead writer and no doubt the asshole behind space magic in the game, since he couldn’t put radiation witches in FO4.

  • callouscomic@lemm.ee
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    24 days ago

    Have they played their own games?

    Bethesda RPGs are fun. But I’d say they are far from “perfectly tuned.” Always found them to be wonky, clunky, bug-riddled.

    When was the last RPG they released that didn’t require tons of patching?

    • UpperBroccoli@lemmy.blahaj.zone
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      24 days ago

      When was the last RPG they released that didn’t require tons of patching?

      I would have said “that terminator game they made in the early 90s” but that is hardly an RPG :)

      • zod000@lemmy.ml
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        23 days ago

        I don’t recall Arena having many patches, but since there wasn’t a great way to distribute patches back then, they probably had no choice but to get their shit at least mostly stable before shipping.

    • Dippy@beehaw.org
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      24 days ago

      It was 10 years into playing Skyrim on my 4th medium of playing it that learned the courier wasn’t supposed to be naked. I thought it was a comment on his poverty or something

    • chonglibloodsport@lemmy.world
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      24 days ago

      I think he means “perfectly tuned to the way fans want it” which is to say “highly moddable.” Skyrim is kind of the first game in the series that sold really well on platforms other than the PC which strangely brought in a lot of fans who play the vanilla game. But as far as I can remember, the bulk of the longterm fanbase plays on PC and installs tons of mods for the game.

      Sure, there are other games that fans like to mod (Minecraft being a big one) but I can’t think of any other game where fans stack dozens or even hundreds of mods by different authors all on the same game and actually expect it to work. The fact that it does work at all (and fans have created custom programs to merge mods and to carefully tune the loading order) is rather a miracle!

      So this is what I think he means by “perfectly tuned.” A brand new engine would mean putting in a ton of work to support all the different forms of modding fans want to do and in all likelihood would be far less flexible and powerful, leading to modder community outcry.