I think expectations were just really high because it was in development for 7 years. It’s pretty clear it was made with some of the Fallout 4 bones though and that technology just advanced passed them in the time it took them to make it. The jump from Morrowind to Oblivion to Skyrim was pretty large in a lot of ways but its almost a Duke Nukem Forever situation except they wisely chose not to scrap the game 12 times to implement every new gimmick.
I think we were all expecting them to rebuild the engine sometime between fallout 4 and now instead of just duct tapping a flashlight (new lighting system) to it.
It’s such a bad engine the Phil Spencer came out and said every QA tester at Microsoft is working on Starfield:
The Creation Engine itself is just Gamebryo with a flashlight duct taped to it. IMO the engine is a huge part of what makes Bethesda games so fascinatingly unique.
The engine should be rebuilt from the ground up though. It’s full of problems and it’s fundamentally dated, for example one of the most obvious things a new version of the engine should include is making the world completely seamless - no more loading instances, no more loading screens entering interiors, etc etc. But all the other problems with the engine need addressing. And they can do a huge amount to make it better for the mod scene if they rebuild.
Continually slapping more and more fixes on this engine fundamentally ignores the fact it is impossible for it to get around several issues it has at its core without a rewrite.
I mean, it’s already probably the best engine for moddability in open world games out there. I’m not sure what keeps them from creating seamless worlds, but they seem to have made some strides in that direction with Starfield. Almost no one codes a game engine from scratch, and I don’t know that Bethesda would be able to maintain the things that make their games unique if they did.
This engine is already great for modding, but I suppose it can always be better. Do you know any technical details about why the worlds can’t be made seamless? There were open cities mods for Oblivion & Skyrim, so it seems like it’s probably technically possible. Seems like that may be more of a compromise related to memory allocation on consoles.
I dunno, I don’t expect Bethesda to write a new engine from scratch, no one does that. They made New Atlantis seamless to an extent I haven’t seen in previous Bethesda games, so as long as they keep making incremental improvements, I’ll be satisfied.
I think expectations were just really high because it was in development for 7 years. It’s pretty clear it was made with some of the Fallout 4 bones though and that technology just advanced passed them in the time it took them to make it. The jump from Morrowind to Oblivion to Skyrim was pretty large in a lot of ways but its almost a Duke Nukem Forever situation except they wisely chose not to scrap the game 12 times to implement every new gimmick.
I think we were all expecting them to rebuild the engine sometime between fallout 4 and now instead of just duct tapping a flashlight (new lighting system) to it.
It’s such a bad engine the Phil Spencer came out and said every QA tester at Microsoft is working on Starfield:
https://www.gamesradar.com/every-qa-tester-at-microsoft-is-working-on-starfield-according-to-phil-spencer/
is that because Microsoft doesn’t have QA anymore?
Consumer Windows is just an endless Early Access release now.
The Creation Engine itself is just Gamebryo with a flashlight duct taped to it. IMO the engine is a huge part of what makes Bethesda games so fascinatingly unique.
The engine should be rebuilt from the ground up though. It’s full of problems and it’s fundamentally dated, for example one of the most obvious things a new version of the engine should include is making the world completely seamless - no more loading instances, no more loading screens entering interiors, etc etc. But all the other problems with the engine need addressing. And they can do a huge amount to make it better for the mod scene if they rebuild.
Continually slapping more and more fixes on this engine fundamentally ignores the fact it is impossible for it to get around several issues it has at its core without a rewrite.
I mean, it’s already probably the best engine for moddability in open world games out there. I’m not sure what keeps them from creating seamless worlds, but they seem to have made some strides in that direction with Starfield. Almost no one codes a game engine from scratch, and I don’t know that Bethesda would be able to maintain the things that make their games unique if they did.
This engine is already great for modding, but I suppose it can always be better. Do you know any technical details about why the worlds can’t be made seamless? There were open cities mods for Oblivion & Skyrim, so it seems like it’s probably technically possible. Seems like that may be more of a compromise related to memory allocation on consoles.
I dunno, I don’t expect Bethesda to write a new engine from scratch, no one does that. They made New Atlantis seamless to an extent I haven’t seen in previous Bethesda games, so as long as they keep making incremental improvements, I’ll be satisfied.
Well a lotta games are “in development”, doesn’t mean that they get developed in that time.