@pyro1245 said:
@kvallyx said:
@Wasdie said:
@kvallyx: I just know that it's stupid to make assumptions about a codebase you don't know anything about, which the God of War dev did. In fact, it's amateurish and unprofessional. I can't comment on codebases I don't know anything of, only make speculations which is all the God of War dev did. Now of course they are in a better position to comment than myself but in this case history has proven Bethesda to be mostly full of crap and routinely putting out bad tech.
Bethesda will just be covering their tracks so anything they say needs to be taken by a grain of salt.
I can't disagree with that. Maybe it's time for them to let that Creation Engine die.
Do we really think they would be better off with an different engine at this point? The Creation Engine, jank as it may be, is one of the reason the game is so moddable. It was designed in from the beginning in the way the modules are laoded.
The jank was never something that bothered me. No amount of jank could tank my enjoyment of a game the way the piss-poor dialog writing in FO4 could. Nothing can break my immersion more than there being no consequences whatsoever for my actions.
The jank sandbox is inherently fun. I just hope they reflected on what made the RPG part of it so much fun in games like Morrowind and FONV.
You do bring up the crux of Bethesda's argument for sticking with their engine. The even bigger reason from Bethesda's perspective is that their talent all knows it and there's a very large amount of developers they can bring on with vast modding experience within their engine who they can get up-to-speed with much quicker.
Bethesda integrating mods into the console version of their engine also indicates just how much they value mods as a core part of their business model. They have no problem dropping plenty of DLC but have never really gotten in modder's way when it comes to modding their games. They see it a symbiotic, not competitive.
That said, the size and scale of the success that Bethesda has paired with a much larger investor in the forms of their current owner Microsoft, they could, and absolutely should, invest massively in their technology. No engine these days is built from scratch, but the Creation Engine needs a serious bottom-up overhaul to modernize it.
This is completely doable but insanely expensive and time consuming. See Star Citizen on that front. Though Bethesda would benefit from oversight from an owner so they wouldn't fall to the endless feature creep that Cloud Imperium Games did with SC.
Another great example is what Boehima Interactive is doing with ArmA Reforger. They've taken their technology from ArmA and have reworked it heavily to become the Enfusion Engine which is highly moddable as they too are another developer that relies on mods as part of their business strategy.
I think ArmA Reforger and the Enfusion Engine is proof enough of how big of an upgrade to the end user experience as well as greatly increasing modding capabilities such an endeavor can be. While Reforger is still pretty broken and buggy, the core improvements made to the entire game are generational leaping in scope. ArmA Reforger plays so much better in every single way than ArmA 3. It feels like a modern game.
That's where Fallout 4 really suffered for me. It didn't feel modern because of that jank. I expect Starfield to be the same.
Eventually this will catch up with Bethesda and I thought a new IP under a new owner after all of the mega success they had in the past would be the perfect time to go in on such a project. Instead they can't even get 4k60 in what isn't even that graphically astounding of a game.
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