The technology behind TES V: skyrim

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theuncharted34

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#1 theuncharted34
Member since 2010 • 14529 Posts

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looks like a big leap from bethesda's previous engine :D

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savagetwinkie

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#2 savagetwinkie
Member since 2008 • 7981 Posts

you can definitly tell its derived from the same engine, and the world has similar geormetry for the rocks

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millerlight89

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#3 millerlight89
Member since 2007 • 18658 Posts

In all honesty, that doesn't look much better than Gamebyro. I just hope the animations aren't **** and :lol: Radiant A.I.

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Wasdie

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#4 Wasdie  Moderator
Member since 2003 • 53622 Posts

you can definitly tell its derived from the same engine, and the world has similar geormetry for the rocks

savagetwinkie

They could just be reusing geometry models. Why reinvent the wheel?

Models aren't engine specific.

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Fusiondonut

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#5 Fusiondonut
Member since 2011 • 140 Posts

To bad the dated hardware of the consoles will be holding the engine's true potential back. Let's hope some mods for PC will make up for this.

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theuncharted34

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#6 theuncharted34
Member since 2010 • 14529 Posts

In all honesty, that doesn't look much better than Gamebyro. I just hope the animations aren't **** and :lol: Radiant A.I.

millerlight89

id tech 5 wouldv'e been the *much* better option to be honest.

But, we can only hope this new engine is not as buggy as Gamebryo :P

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Dire_Weasel

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#7 Dire_Weasel
Member since 2002 • 16681 Posts

Tell me that article didn't talk about the new foliage system. :(

What I'd really like to see from a new Elder Scroll engine is better transitions between indoor and outdoor environments. RDR did this absoulutely right ... an interior area could open to the outdoors without a jarring loading screen, and you could see the outside from a window or open doorway.

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millerlight89

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#8 millerlight89
Member since 2007 • 18658 Posts

[QUOTE="millerlight89"]

In all honesty, that doesn't look much better than Gamebyro. I just hope the animations aren't **** and :lol: Radiant A.I.

theuncharted34

id tech 5 wouldv'e been the *much* better option to be honest.

But, we can only hope this new engine is not as buggy as Gamebryo :P

I was stoked when that rumor surfaced that they would be using ID Tech 5. I should've known it was too good to be true. I can live with the "average" graphics. However, the bugs, glitches, and terrible animations are all becoming quite a pain.
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millerlight89

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#9 millerlight89
Member since 2007 • 18658 Posts

Tell me that article didn't talk about the new foliage system. :(

What I'd really like to see from a new Elder Scroll engine is better transitions between indoor and outdoor environments. RDR did this absoulutely right ... an interior area could open to the outdoors without a jarring loading screen, and you could see the outside from a window or open doorway.

Dire_Weasel
I agree with this as well. It is more of a minor issue, but it would add a great deal to the immersion.
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brickdoctor

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#10 brickdoctor
Member since 2008 • 9746 Posts

Give me better animations, less loading screens, and a better draw distance and I'll be fine.

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SpArKs424

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#11 SpArKs424
Member since 2010 • 2203 Posts

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looks like a big leap from bethesda's previous engine :D

theuncharted34

Of course its the Engine that ID Software made for them . Rage and skyrim are the first to use it . i think brink is running off a older version but still looks great .

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AAllxxjjnn

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#12 AAllxxjjnn
Member since 2008 • 19992 Posts
Hopefully this article isn't overselling it too much...
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millerlight89

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#13 millerlight89
Member since 2007 • 18658 Posts

Of course its the Engine that ID Software made for them . Rage and skyrim are the first to use it . i think brink is running off a older version but still looks great .

SpArKs424

This is not ID Tech 5 :?

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edidili

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#14 edidili
Member since 2004 • 3449 Posts

The increased animation fidelity and diversity has enabled Bethesda to ditch the awkward dialogue camera perspective that paused the game and presented you with an extreme closeup of the person with whom you were speaking. Now camera stays in the same perspective used during combat and exploration, and players are free to look around while engaging in conversation. For instance, a barkeep may continue to clean cups while talking, and even move from behind the counter to a seat.

That's nice to hear. Can't remember how many times those guards would scare the crap out of me with that instant close up.

http://www.youtube.com/watch?v=OCsMKypvmB0

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tehsystemwarior

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#15 tehsystemwarior
Member since 2009 • 1812 Posts
Sounds awesome.
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DoomZaW

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#16 DoomZaW
Member since 2007 • 6475 Posts

"The Radiant AI technology introduced in Oblivion went a long way toward making the NPCs act in realistic ways."

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millerlight89

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#17 millerlight89
Member since 2007 • 18658 Posts

"The Radiant AI technology introduced in Oblivion went a long way toward making the NPCs act in realistic ways."DoomZaW

I thought that was lol worthy as well :P

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savagetwinkie

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#18 savagetwinkie
Member since 2008 • 7981 Posts
[QUOTE="Wasdie"]

[QUOTE="savagetwinkie"]

you can definitly tell its derived from the same engine, and the world has similar geormetry for the rocks

They could just be reusing geometry models. Why reinvent the wheel?

Models aren't engine specific.

a similar end result is a simlar end result, its not like this game engine is pulling magick out of its ass, its not not like some of jumps engines are making, i just hope they ship it with TES construction set
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Gibsonsg527

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#19 Gibsonsg527
Member since 2010 • 3313 Posts

I don't expect a grapichal power house for a RPG. It looks good enough to me, and I really want is better animations.

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N30F3N1X

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#20 N30F3N1X
Member since 2009 • 8923 Posts

"The Radiant AI technology introduced in Oblivion went a long way toward making the NPCs act in realistic ways."

DoomZaW

Agreed. ROFLMFAO. There's just no other way to put it. Oblivion's AI was so poor that I could have programmed it better when I was ten years old. How can anyone think of praising the AI is absolutely beyond me.

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savagetwinkie

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#21 savagetwinkie
Member since 2008 • 7981 Posts
[QUOTE="millerlight89"]

[QUOTE="DoomZaW"]

"The Radiant AI technology introduced in Oblivion went a long way toward making the NPCs act in realistic ways."

I thought that was lol worthy as well :P

well they didn't use heavier usage, even though they appaered to be robots, they actually had motivations for doing things instead of a strict line they followed, radiant AI had poor judgement though, AI hungary, another charcater has food, stab character take food, they acted more insane actually
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Ilikemyname420

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#22 Ilikemyname420
Member since 2007 • 5147 Posts

you can definitly tell its derived from the same engine, and the world has similar geormetry for the rocks

savagetwinkie

The geometry of the game is done by modelers (artists) you can't tell what engine something is running by geometry. Pretty much all object geometry in all games are created in 3D modeling software: 3DSMax,Lightwave,Softimage,Maya etc. and is just imported into the engine and has nothing to do with the engine itself. It''s pretty much the same for anything else texture, lghting, shadows, they could have run those screenshots on a tweeked Quake 3 engine....and you'd seriously never know.

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N30F3N1X

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#23 N30F3N1X
Member since 2009 • 8923 Posts

well they didn't use heavier usage, even though they appaered to be robots, they actually had motivations for doing things instead of a strict line they followed, radiant AI had poor judgement though, AI hungary, another charcater has food, stab character take food, they acted more insane actuallysavagetwinkie

Like engaging an enemy by running straight into a wall? What is the motivation for doing that?

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dakan45

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#24 dakan45
Member since 2009 • 18819 Posts

If it looks as good as that pic, then i am happy. I just hope it does not have the issues the previous had on pc.

id tech 5 wouldv'e been the *much* better option to be honest.

But, we can only hope this new engine is not as buggy as Gamebryo :P

theuncharted34

Thats what i was thinking too, until i realized something. That gamebryo has proven to be very good for ver large enviroments with alot of objects, many scripts and interactivity, let alone how modable and how those changes do not cause issues with the game but are working on the fly. Eg: non replace mods in vice city required to restart the entire game. So perhaps gamebryo has its tricks and id tech 5 is just not what this game needs. Emphasis on "needs" Also as the witcher 2 devs said, they gotta make one game with it first and make sure it works well before selling it or using it in other games.

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thetruespin

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#25 thetruespin
Member since 2008 • 3256 Posts

According to this article,people still don't know whether "the new engine is a reworking of the existing Gamebryo engine (owned by Emergent Game Technologies) or a totally new in-house system".

Does anyone know?

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dakan45

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#26 dakan45
Member since 2009 • 18819 Posts

[QUOTE="savagetwinkie"] well they didn't use heavier usage, even though they appaered to be robots, they actually had motivations for doing things instead of a strict line they followed, radiant AI had poor judgement though, AI hungary, another charcater has food, stab character take food, they acted more insane actuallyN30F3N1X

Like engaging an enemy by running straight into a wall? What is the motivation for doing that?

Lack of paths to guide the ai, which would be insane and time wasting to script in such a large sized map game and geometry bugs.
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N30F3N1X

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#27 N30F3N1X
Member since 2009 • 8923 Posts

Lack of paths to guide the ai, which would be insane and time wasting to script in such a large sized map game and geometry bugs.dakan45

Thanks for telling us you have absolutely no idea how Oblivion's technology works.

Combat paths are generated dynamically. It's the packages paths that are manually handcrafted.

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YoYo278

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#28 YoYo278
Member since 2006 • 432 Posts

Wow, I might've actually been excited by this article if its legitimacy wasn't torn to shreds by a few mishandled bits of hyperbole about oblivion

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dakan45

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#29 dakan45
Member since 2009 • 18819 Posts

[QUOTE="dakan45"] Lack of paths to guide the ai, which would be insane and time wasting to script in such a large sized map game and geometry bugs.N30F3N1X

Thanks for telling us you have absolutely no idea how Oblivion's technology works.

Combat paths are generated dynamically. It's the packages paths that are manually handcrafted.

:roll: Lol, i just explained that. That the paths are "Generated dynamically" as you put it, because it would be insane to make the paths for every single thing in such a large map. Seriously you didnt get that? As i said, in such a large game, you cant predict wherever something will be treated as a bug by the ai when you are building geometry by simply put buildings or trees in that large map the game has. For the record, i have spent about 180 hours on oblivion and not once i saw an enemy bumping to a wall.
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deactivated-5ac102a4472fe

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#30 deactivated-5ac102a4472fe
Member since 2007 • 7431 Posts

Altho I am fairly sad that they did not go with Tech 5, I guess I can see why, THey were working on the engine for as long as the game? if you the engine would likely have been 3 years in when id got bought.

Reguardless, the info in that article, is VERY impressive in my eyes.

It seems to correct alot of the problems I had with the gameByro engine (might be the same, just very extremely overhaulled).

But if they can correct the incredibly bad movement of the past games, that alone would make me thrilled, Thier solution for killing questgivers is pretty awesome aswell, and I really like the notion of better lighting and shadows in thier game.

Ofcourse I do take this with a grain of salt, I DO remember the articles, and showcasings of Oblivion and the Radiant AI back then, and that certainly did not turn not like they wanted it to.

If the info is fairly accurate, and Bethesta can deliver, then this game is rapidly climbing my list of "must have"s this year.

Heck by the looks of things, I might just go ahead and buy a new PC for it. (Need a new work PC anyways, so spending a bit extra and having a great gaming pc aswell would not be too bad.)

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Teuf_

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#31 Teuf_
Member since 2004 • 30805 Posts

id tech 5 wouldv'e been the *much* better option to be honest.

theuncharted34



It depends. There's cool things about id's new engine, but there's downsides too. Like, for instance, HUGE size on disc. It could be a big problem for DLC. Plus, given how long id's been spending on Rage, the engine probably isn't ready to taken out of the oven and given to other developers. Plus the artists and designers may not have wanted to migrate to a completely new and unfamilar system.

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ps3wizard45

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#32 ps3wizard45
Member since 2007 • 12907 Posts

I just want better animations...

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N30F3N1X

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#33 N30F3N1X
Member since 2009 • 8923 Posts

:roll: Lol, i just explained that. That the paths are "Generated dynamically" as you put it, because it would be insane to make the paths for every single thing in such a large map. Seriously you didnt get that? As i said, in such a large game, you cant predict wherever something will be treated as a bug by the ai when you are building geometry by simply put buildings or trees in that large map the game has. For the record, i have spent about 180 hours on oblivion and not once i saw an enemy bumping to a wall.dakan45

You didn't explain squat. The AI isn't supposed to do that. If it does, there's something seriously wrong and the programmers should be fired. END OF STORY.

How large the world is, is irrelevant.

By the way, you also flaunted your time spent on Fallout 3 and said you never once saw a ship...do you mind if I take that sentence with a grain of salt?

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soulitane

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#34 soulitane
Member since 2010 • 15091 Posts
I'm not liking the sound if you knock something off a table the AI gets angrt, since in oblivion even the slightest nudge sends everything flying =_= That is assuming though that the AI will work like Bethsda says it will this time.
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dommeus

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#35 dommeus
Member since 2004 • 9433 Posts

Give me better animations, less loading screens, and a better draw distance and I'll be fine.

brickdoctor
Give me a decent game and I'll be fine.
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Ilikemyname420

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#36 Ilikemyname420
Member since 2007 • 5147 Posts

If it looks as good as that pic, then i am happy. I just hope it does not have the issues the previous had on pc. [QUOTE="theuncharted34"]id tech 5 wouldv'e been the *much* better option to be honest.

But, we can only hope this new engine is not as buggy as Gamebryo :P

dakan45

Thats what i was thinking too, until i realized something. That gamebryo has proven to be very good for ver large enviroments with alot of objects, many scripts and interactivity, let alone how modable and how those changes do not cause issues with the game but are working on the fly. Eg: non replace mods in vice city required to restart the entire game. So perhaps gamebryo has its tricks and id tech 5 is just not what this game needs. Emphasis on "needs" Also as the witcher 2 devs said, they gotta make one game with it first and make sure it works well before selling it or using it in other games.

The thing is the biggest deal with IDtech5 isn't what it could do in game like others could (like what Crysis did) it's biggest feature is that it streamlines development by a large margin. It basically put's tools right in the engine that you would have normally had to go out of the engine (to another piece of software like say photoshop) to get access to and that saves a hell of a lot of development time and budget which also means they can concentrate more on what matters: the gameplay. But to the point: RAGE and IDtech5 is not going to be ready till late 2011 at the earliest (basically when Skyrim comes out), all while development on Skyrim's game's engine already started (quietly) quite a while ago, Since the support for IDtech5 would be very limited at the moment considering all their time is going into giving support to the Rage team it would make absolutely no sense for Bethesda to go back and start back at the beginning just to wait for an engine that is basically made to save time (that would just be the definition of irony).
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savagetwinkie

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#37 savagetwinkie
Member since 2008 • 7981 Posts

[QUOTE="savagetwinkie"] well they didn't use heavier usage, even though they appaered to be robots, they actually had motivations for doing things instead of a strict line they followed, radiant AI had poor judgement though, AI hungary, another charcater has food, stab character take food, they acted more insane actuallyN30F3N1X

Like engaging an enemy by running straight into a wall? What is the motivation for doing that?

thats horrendous pathing, part of ai, but his motivation for attacking an enemy could have been hunger, or danger..
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Lucianu

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#38 Lucianu
Member since 2007 • 10347 Posts

Agreed. ROFLMFAO. There's just no other way to put it. Oblivion's AI was so poor that I could have programmed it better when I was ten years old. How can anyone think of praising the AI is absolutely beyond me.N30F3N1X

What's laughable is that Gothic 1 & 2 have a NPC AI light years ahead of Oblivion's AI. And don't get me started on Morrowind with that dead world with horrifying AI that destroyed any immersion i had with that game..

I guess them devs are good at making big worlds.. that are dead.

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savagetwinkie

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#39 savagetwinkie
Member since 2008 • 7981 Posts
[QUOTE="Ilikemyname420"]

[QUOTE="savagetwinkie"]

you can definitly tell its derived from the same engine, and the world has similar geormetry for the rocks

The geometry of the game is done by modelers (artists) you can't tell what engine something is running by geometry. Pretty much all object geometry in all games are created in 3D modeling software: 3DSMax,Lightwave,Softimage,Maya etc. and is just imported into the engine and has nothing to do with the engine itself. It''s pretty much the same for anything else texture, lghting, shadows, they could have run those screenshots on a tweeked Quake 3 engine....and you'd seriously never know.

actually you can tell, the way certain engines render can have to some extent some distinct look, i never said the geometry makes it a similar screen to the older engine, I just said you can tell it was an engine derived off the previous one AND a lot of the geometry looks simalar, they both exist, i'm hoping that character animations are better, but the way the world is rendered i don't see a big improvement over whats already been given.
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Ilikemyname420

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#40 Ilikemyname420
Member since 2007 • 5147 Posts

[QUOTE="Ilikemyname420"]

[QUOTE="savagetwinkie"]

you can definitly tell its derived from the same engine, and the world has similar geormetry for the rocks

savagetwinkie

The geometry of the game is done by modelers (artists) you can't tell what engine something is running by geometry. Pretty much all object geometry in all games are created in 3D modeling software: 3DSMax,Lightwave,Softimage,Maya etc. and is just imported into the engine and has nothing to do with the engine itself. It''s pretty much the same for anything else texture, lghting, shadows, they could have run those screenshots on a tweeked Quake 3 engine....and you'd seriously never know.

actually you can tell, the way certain engines render can have to some extent some distinct look, i never said the geometry makes it a similar screen to the older engine, I just said you can tell it was an engine derived off the previous one AND a lot of the geometry looks simalar, they both exist, i'm hoping that character animations are better, but the way the world is rendered i don't see a big improvement over whats already been given.

I just used geometry as an example. To some extent you can tell the difference in rendering techniques in some cases(when it's specific for that engine) but even then they can be turned off or converted. In that sense it's impossible to tell what engine it's using. If they told you that screenshot was from the Unreal 3 engine could you prove it wasn't just from the screenshot?

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Richymisiak

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#41 Richymisiak
Member since 2007 • 2589 Posts
easily my most hyped game of the gen
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mattuk69

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#42 mattuk69
Member since 2009 • 3050 Posts

To bad the dated hardware of the consoles will be holding the engine's true potential back. Let's hope some mods for PC will make up for this.

Fusiondonut
Thinking the same thing. All these bloody console engines ported to PC with no AA , DX9, popping up textures and objects. It really pisses me off tbh.
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dakan45

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#43 dakan45
Member since 2009 • 18819 Posts


The thing is the biggest deal with IDtech5 isn't what it could do in game like others could (like what Crysis did) it's biggest feature is that it streamlines development by a large margin. It basically put's tools right in the engine that you would have normally had to go out of the engine (to another piece of software like say photoshop) to get access to and that saves a hell of a lot of development time and budget which also means they can concentrate more on what matters: the gameplay. But to the point: RAGE and IDtech5 is not going to be ready till late 2011 at the earliest (basically when Skyrim comes out), all while development on Skyrim's game's engine already started (quietly) quite a while ago, Since the support for IDtech5 would be very limited at the moment considering all their time is going into giving support to the Rage team it would make absolutely no sense for Bethesda to go back and start back at the beginning just to wait for an engine that is basically made to save time (that would just be the definition of irony).Ilikemyname420


Well, id tech 5 is basicly a tone down optimizer tool. bad physics, if not at all like doom, quake and prebaked shadows.

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dakan45

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#44 dakan45
Member since 2009 • 18819 Posts

It depends. There's cool things about id's new engine, but there's downsides too. Like, for instance, HUGE size on disc. It could be a big problem for DLC. Plus, given how long id's been spending on Rage, the engine probably isn't ready to taken out of the oven and given to other developers. Plus the artists and designers may not have wanted to migrate to a completely new and unfamilar system.Teufelhuhn


I believe the huge size of disk is related to the detail of the textures or to the fact that it supose to have unique terrain textures and not repeat the same ones all over like oblivion and fallout 3

You didn't explain squat. The AI isn't supposed to do that. If it does, there's something seriously wrong and the programmers should be fired. END OF STORY.

How large the world is, is irrelevant.

By the way, you also flaunted your time spent on Fallout 3 and said you never once saw a ship...do you mind if I take that sentence with a grain of salt?

N30F3N1X



I guess i should have made a long post explaining in detail how the ai works. Fair enough on that point. Now on the ai thing. I bet you have not seen ai bugs in many games. I have seen similar bugs in other games. Eg: crysis. Some of the KPA just got stuck on a machinegun and completly ignored me. I guess that means that the ai sucks and the programmers should be fired. Also i find hard to believe that you say that map size and complexity is irelevant because games that have those ai problems tend to be large and complex. Like arma 2. It seems ignorant to me that you say "Things like that should supoppose to happen and if they do then the programmers should be fired"

Also on the ship thingy, some people translate english in their native language. Not in actual translation but in their mind. When i said that i never saw a ship, i was reffering to spaceships, not "boats" as the other user meant.

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Masculus

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#45 Masculus
Member since 2009 • 2878 Posts

I hope this time it will be able to have shadows...

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with_teeth26

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#47 with_teeth26
Member since 2007 • 11625 Posts

There is some impressive stuff in there, but it sounds to me like bethesda is relying too heavily on technology to make the game immersive.

If i think of the most immersive games i've played, they generally don't have the best character models or animations. Stalker and Cryostasis are both good examples of extremely immerssive games that both have quite poor character models and animations.

Immersion comes from a detailed setting, which is in part linked to technology, but also from believable characters and good writing. No matter how impressive the game is on release, it will look dated down the road - its the story, the setting and the characters that make a game stand out from the crowd.

Skyrim does sound like it will have a much more interesting setting than Oblivion though. I wonder what epic voice acting talent will be working on this game.

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Infinite_Access

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#48 Infinite_Access
Member since 2007 • 2483 Posts

I cannot WAIT!

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#49 PAL360
Member since 2007 • 30574 Posts

Sounds fantastic, thanks :)

Im still skeptical about the radiant story.

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#50 dakan45
Member since 2009 • 18819 Posts

There is some impressive stuff in there, but it sounds to me like bethesda is relying too heavily on technology to make the game immersive.with_teeth26

You just sparkled something inside me that tells me that this game will be more flash and less actual "content"