The thing is, the age of the engine doesn’t say anything. The Unreal Engine started its development before 1998. But you do have to put in work to upgrade an engine over time and Bethesda doesn’t have Fortnite money for that.
No, they have Skyrim money for that. Imagine making money off of a game for over a decade, while barely putting money towards rereleases/ports. Didn’t even need a team for patches or content updates.
That’s the issue with the current creation engine; it kind of is. That is what’s meant with “20 year old engine”.
The updates the creation engine has been having over the years are more like bandaids. Meanwhile unreal gets damn-near rebuilt from the ground up fir every major version release.
UE doesn't get "near rebuilt from the ground up every major release", that would be an absurd waste of time and resources every time. It's being updated and iterated over, just like how CE is.
The problem here is that you don't like Bethesda games and jumped on the bandwagon of armchair developers using the engine as a scapegoat, ignoring the fact that many other mainstream game engines are just as old or more.
Creation Engine is the least of Bethesda's games problems, it's their game design that's the big issue and the reason why thinks are so bleak.
I don’t like Bethesda games? The amount of time I’ve spent on Oblivion, Skyrim, and Fallout 4 says otherwise. Hell, I’m right now doing yet another playthrough of Skyrim.
The best way to understand what’s wrong with the creation engine, and how woefully out-dated it is, is to listen to what modders have to deal with constantly. The creation engine is hardly a serious upgrade of Gamebrio and BGE only puts in the minimal effort into actually updating it.
At its core, and the major reason why exploration is so stilted in Starfield, is that the creation engine just isn’t capable of solving the floating point problems with seamless worlds, which other engines ARE capable of. Pathfinding generation and animation sorting hasn’t been seriously updated since Oblivion, and the Papyrus script engine still has the same 200 limit it had since Morrowind, a limitation that was there because of hardware of that time, but forcing Papyrus to go over the 200 limit causes Bethesda games to become unstable.
Yes, it’s BGE and their practices that are the problem, and it’s reflected in how they maintain their engine too.
That engine is ancient and their game design needs an upgrade. A lot of the quests were so bland in Starfield that I watched the credits to see how many designers they had on them. It was like…6. Thousands of planets, 6 quest designers. If your quest is, “go here, push a button, and come back,” just don’t bother putting the quest in the game.
Likewise, Oblivion’s conversation system probably looked immaculate compared to old Elder Scrolls games at the time, but Starfield is outclassed next to Mass Effect 1 from 2007, not to mention The Witcher 3 or Baldur’s Gate 3. And for how much people like that their towns are filled with NPCs on a schedule, it would be nice if that system led to anything more sophisticated than the thieving tricks people used 20 years ago.
I recently saw a documentary that talked about conditions at EA even back in the 90’s turns out I never cared for an EA game ever. I cared about the studios making them despite the fact that EA made ridiculously stupid choices.
I guess it depends a lot on your background. I thought it felt simple compared to the old X-Wing series but not necessarily dumbed down, they did a decent job streamlining it for a modern take.
I guess that means some people can find it too slow and intricate and others too arcadey. I imagine the Skate guys are having to make a lot of those same decisions for a lot of those same reasons.
Eh. That’s not a big of a loss as you’re making it out to be. I purposely buy my games, I want to own them. (Asterisk with licensing and all). Point being that I don’t agree with Ubisoft that we need to get used to Games as a Service. I don’t want to rent my games. Even mid tier games, I want to own them.
and if they let me buy it license free I would. However between the options of buying a license to play a game whenever I want vs renting it for 1 month, I’ll take the license.
This is a little sad. Both SM1 and MM were great on release day for me. Got the right when they came out and they both lead with great reviews out of the box.
Hopefully this is something they can fix pretty quickly. I want to play as a Symbiote, dammit!
I can only speak for the games I’m most familiar with, and apparently that same problem exists with how these nominees are chosen too, just like the Keighleys. For a second, I thought perhaps the people suggesting the nominees had not heard of Indika, because Indiana Jones and the Great Circle was nominated for narrative and Indika was not. The fighting game category doesn’t hold up very well either, because while the Khaos Reigns expansion is a bit of a stretch, Underdogs is even more of a stretch. Sure, maybe the people submitting nominees haven’t heard of Diesel Legacy (which would be my pick for fighting game of the year), but could you at least be aware of Rivals of Aether II? They didn’t even get Under Night on the list!
It’s the problem when you have public voting on these, the ones more people know about are the ones that rise up. If it’s panel selected then it’s (almost always) rigged by whoever is giving the award to show off their game instead of the actual good one.
I mean look at the Steam awards, Liars Bar won “Most Innovative Gameplay”. Liars Bar, the game that is literally bluffing cards and dice, a game that has been around for literal centuries, “most innovative”
I don’t think this game is AAA or that they sunk much money into it. From what I can tell, they just fell $100M short of very optimistic revenue projections based on high initial player numbers.
ign.com
Ważne