That’s not true. RAM usage in open world games depends on how much assets are being loaded. We’ll need an in-depth analysis to determine if it is bad optimization or not
i mean, its bethesda, yo you really expect any kind of optimization ? and at launch at that? its a sad state of affairs but alas, that is how tripl a is nowadays
Not all that surprising honestly. Starfield is going to be Bethesda's focus and main talking point for a few years at least. And who knows how many games are scheduled between it and ES6, whenever it comes out. Given that Bethesda generally likes a short window between reveal and release I'm wondering just how much they regret teasing a game that might not release for another three or four years.
I’m not “impatient”. I just think it’s dumb to have announced it so early. No one needs to know about development of such a far off project. It’s pointless.
I’m 20 hours in, and all I see is a massively buggy, broken shit-show. Vanishing npcs while talking, vanishing items, menus that stop coming up, interactions that stop functioning, npcs that go hostile for no reason and can’t be fixed with a reload, characters/quests that permanently break for no reason, team mates that drop-off the map or into the scenery at the start of battle and they can’t get out or get healed when something downs them. And so, so, so much more.
I really, really want to love this game. But I do not, and I regret wasting the $60, as well as my incredibly limited free time.
Yea, maybe you’re just unlucky but I’ve been running it on my ancient mid-tier 2017 pc and it runs amazingly on high. No major bugs except with throwing weapons.
I mean, it definitely helps. The production quality is insane. But the fact that the choices (or mistakes) have actual real impacts on the game going forward are as big as far as I'm concerned. I ended up with my hand being forced into combat early that made an encounter with a potential party member immediately hostile. That sucks, especially since I wasn't trying to do what happened in the earlier encounter. But in terms of a world feeling alive, having it actually react to what you do is pretty damn significant (unless "you're small and irrelevant" is intentional).
It's time developers come to grips with the fact that making choices matter is what makes it a successful game. I'm tired of storylines that don't make any sense except to give you a world to kill people in. Sorry folks, lore is important and that takes writers.
It definitely depends on the game, I’m perfectly happy with a game that has a story to tell, and tells it well. Not everything needs to have branching options and 50+ hour playtime. Some of the best stories I’ve played are short and railroady, WaW and BO1 campaing’s are fantastically interesting and you don’t make a single choice in them.
I don’t think the lack of choices is necessarily a bad thing. The original Doom had no story choices (it barely even had a story) and it’s still pretty good even by today’s standards. Half-Life 1 and 2 pretty much had no story choices as well (there was 1 at the end of the first game) and the first one in particular is considered revolutionizing how stories are presented in games.
What I do think is an issue is when the game presents you with a choice that doesn’t matter. Bioshock Infinite is the first that comes to mind as the game puts quite a few options front and center, but really none of them matter (except the very last one) and the game even implies that the choices deliberately don’t matter because “constants and variables”. Thus those choices, at least for me, detracted from the story because there was never no need to make me make a choice.
In that sense I agree that choices should matter, but I think a better wording is that if you’re going to have choices make them matter or don’t have choices in the first place.
Remnant 2 is brilliant at this and bad at this at the same time! The in-world stories that are told along with the environments are absolutely STUNNING! Everything clicks together so well and a slightly different story is told when re-rolling the map!
Main story cutscenes tell the worst story I’ve ever seen executed. (Worse than Monster Hunter World’s Handler story stuff) I’m glad they’re skippable on another run. Because literally everything is is some of the most classic gaming experience one could have.
There was so much promise in their lore!! I liked N'Erud the best but the rest didn't really lead anywhere other than that you visited, you did something notable, and then you left. Nothing really changed.
I would say if it is all about the gameplay, like Serious Sam or Doom, then the story doesn't need to be that important and dexisions don't need to matter. But if the story is front and center, like Baldur's Gate and most similar RPGs, the story and how choices impact the story need to be well done so it doesn't feel on rails and replaying it is enjoyable.
It gets super confusing when you do stuff in the wrong order though. Missing a clue because you didn’t read the right book or something but then randomly finding the end of the quest and everyone is talking like we know all about it.
Usually it recognizes it. Sometimes it doesn’t though. I’d hope those instances get patches eventually. Even worse though is when something triggers for something you didn’t even do. I’ve had a party member get angry at me for something that I did the opposite of. It’s a pretty solid game, but it’s not totally bug free, which is expected with so much complexity. Who knows, it could have just been a cosmic ray that flipped a bit and not even their fault (though I doubt it).
I doubt that they’re referring to Minthara; you have to make an intentional series of decisions to >!murder a bunch of people!< in order to get her in your party. It’s relatively easy to miss several origin companions if you’re not the type that explores the whole map. And one of the origin characters starts with >!a quest to kill one of the others!<.
Decrease grinds. I want to play the fucken game not do chores. I drop games nowadays as soon as I have to grind. Grinds aren’t fun, they are methods of artificially increasing playtime and engagement. That doesn’t mean hand everything out, it means make the things you do for stuff varied. I didn’t think this would be so hard but over the last 20 years grinds have gotten worse not better. We should be doing away with them in favor of engaging mechanics. Instead everything is more or less the same game with different flavor texts and models. But they all have grinds.
A grind is a lapse in content. A grind is a hamster wheel in place of interesting mechanics. To grind is to toil, all in the name of throwing it away next season to start it again. If I’m purchasing entertainment, I expect to be entertained and not simply convinced I am entertained. It is not a problem that it is possible to do in a game, that much is fine if you wish. It is a problem when the developers expect you to grind hours to achieve something. It equates to nothing but a long days work at the long day factory.
Example: AC6: Fires of Rubicon allows you to purchase mech pieces in a shop for credits. These credits are handed out at mission end. You can grind “The Wall” mission in under a minute to recieve a hefty sum. Or you can just play through the story again. Thats fine within the context of the game and I can choose to grind if I want.
Diablo on the other hand expects us to literally restart every 3-4 months and do everything all over again (except the campaign itself). Which in itself is alright cause the “Immortal Realm” exists. But that effectively turns each season into a massive grind. So if you want to participate, you have no choice but to grind. Its just a little upsetting I bought a grinder and not a game.
Yeah I played for 2 hours this season, saw that I have to unlock every waypoint and do a lot of the side quests and fortresses and whatnot. On top of having to get back to certain levels so I could actually start playing the game on T3… I kinda just noped outta there
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