• RQG@lemmy.world
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    2 months ago

    Perfectly tuned is not the right environment for creativity.

    • switchboard_pete@fedia.io
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      2 months ago

      “perfectly tuned” means their game engine is coupled to their game design, which yeah, more or less makes genuine creativity impossible

      not to mention the psychological factors, like the hurdle of convincing higher ups to try something new when simply not doing that is 10x less work

  • Nuke_the_whales@lemmy.world
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    2 months ago

    Ubisoft is worse. I swear, AC mirage has the same issues, glitches and bugs that it has had since the first game. Switch the engine and rebuild from the ground up already. Stop releasing the same game reskinned

  • averyminya@beehaw.org
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    2 months ago

    “we can’t change engines because we’ve figured out how to copy and paste really well”

  • Renacles@lemmy.world
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    2 months ago

    People really need to understand what an engine is before complaining about it.

    • switchboard_pete@fedia.io
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      2 months ago

      counterpoint: if it isn’t the engine holding them back, then everyone left is just fundamentally bad at designing games (i’m not counting “let’s just copy what we designed last time” as design), and that’s worse

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        2 months ago

        I also don’t think it’s fair to blame the devs,I think they have a lack of direction.

        Ever since Fallout 4, they’ve been trying to take their games in every direction possible at the same time.

        Crafting? Check Vehicles? Check Skills? Check Online? Why not? Thousands of procedurally generated planets? Go for it Story? Anything goes, it doesn’t need to make sense

        The gameplay loop in Skyrim made sense, quests took you to dungeons that gave you loot which took you back to towns and more quests.

        • Maggoty@lemmy.world
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          2 months ago

          Ugh the crafting is a drag. You need to level up, you need to build outposts for materials, and you need to create useless stuff as practice, and you have to deal with an inventory system from 2010. It’s like after the daggers in Skyrim they decided crafters in a single player game needed to be punished. Any one of those systems would have worked to provide a feeling of progression and keeping people from going too fast on crafting.

          • Renacles@lemmy.world
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            2 months ago

            And it doesn’t even interact with anything else!

            You can either get materials by setting up a bunch of outposts which is a complete drag or buying them at like one shop in Akila City.

            It’s like they saw they had that in Fallout 4 and 76, ported it over and then remembered that you can’t scrap random junk to get the materials.

            It’s not even used for ship upgrades. Why does it even exist???

      • CALIGVLA@lemmy.dbzer0.com
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        2 months ago

        then everyone left is just fundamentally bad at designing games

        Obviously. The problem with Bethesda was never the damn engine, they’ve been consecutively dumbing down their games ever since Oblivion. The only anomaly was New Vegas made by Obsidian, which are actually competent at making RPGs and even with the dated FO3 engine at the time they managed to make one of the best games ever. The problem was never the engine, it’s their game design philosophy.

        • switchboard_pete@fedia.io
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          2 months ago

          the average player doesn’t care about crunchy rpg systems. they do care if the core gameplay would’ve been outdated in 2010.

          bethesda doesn’t seem to be able to improve the core gameplay because the engine can’t cope.

          even if you fixed the writing and tossed out the awful procedural generation in favor of hand-crafted environments, at it heart it’s still going to play like a stripped down borderlands 1

          • CALIGVLA@lemmy.dbzer0.com
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            2 months ago

            bethesda doesn’t seem to be able to improve the core gameplay because the engine can’t cope.

            No, Bethesda can’t improve because they keep catering for the lowest common denominator, engine has never had anything to do with it, it never has. They don’t need a complex RPG system with a ton of flashy new things; New Vegas wasn’t complex, it was fairly streamlined as far as RPGs go, what they need is better writers and better game designers that know how make interesting worlds, quests, characters and gameplay mechanics.

            even if you fixed the writing and tossed out the awful procedural generation in favor of hand-crafted environments, at it heart it’s still going to play like a stripped down borderlands 1

            Because they’ve been dumbing down their games since forever, bring back more robust roleplay with more actions and consequences, fully fleshed out mechanics, get better writers. Just look at Fallout: London, despite the bugs everyone that has played it agrees it’s the best “Bethesda game” since New Vegas, another game that wasn’t actually made by Bethesda. I’ll repeat: the problem was never the engine.

            • switchboard_pete@fedia.io
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              2 months ago

              Bethesda can’t improve because they keep catering for the lowest common denominator

              even in your ideal world where they perfect the world, quests and characters, tes 6 is still going to suck if core gameplay plays the same as skyrim, which played the same as oblivion

              they can’t improve that core gameplay without a better engine

              new vegas and london are popular in the same way 1 and 2 are popular, which is “not mainstream enough to sustain a studio like bethesda”.

          • Jakeroxs@sh.itjust.works
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            2 months ago

            Starfields core gameplay is actually leagues more refined then prior games on the same engine, feels really good to play, where it lacks heavily is story, which is historically how they made up the difference between the lackluster gameplay.

            To clarify a little, I mostly mean the FPS style gunplay.

            • switchboard_pete@fedia.io
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              2 months ago

              which is historically how they made up the difference between the lackluster gameplay

              you and i must have been playing different bethesda games, because none of them have been particularly interesting story-wise

              • Jakeroxs@sh.itjust.works
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                2 months ago

                Elder Scrolls lore is pretty cool, they’ve never been AMAZING stories, but there’s enough there to RP and make decisions and such that have some kind of impact.

  • RightHandOfIkaros@lemmy.world
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    2 months ago

    It makes sense. It would be pretty costly to train everyone there on a new engine and tweak the new engine enough to play nice with the kind of games they want to make.

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      2 months ago

      I mean it is, but it might be less costly than continuing on the proprietary engine. CD Projekt and Halo both cut their losses and moved to UE5 as a compromise moving forward .

      If CD Projekt, creators of one of the best RPGs of the last 20 years, thinks they can benefit from an engine switch I’m inclined to think they might be right.

        • Magiilaro@feddit.org
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          2 months ago

          Not better, but they are different kinds or RPG. Both are open world action RPGs yes, but CDPR makes highly story driven games when Bethesda makes sandbox style RPGs where the story is only framing all the mechanics and possibilities. In Bethesda games I can roleplay my characters, in The Witcher I can roleplay as Gerald.

      • RightHandOfIkaros@lemmy.world
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        2 months ago

        The problem with Halo is that 343 didn’t keep a lot of the people that actually knew how to use the Blam/Slipspace engine. They didn’t want Bungie employees working there. So of course they were going to switch to Unreal. Now Halo is going to have the same bad performance problems all the other games that use Unreal have been having lately.

        A big benefit of using a proprietary game engine is that the development studio does not need to pay a yearly fee per person for a game engine license every year that a game is in development. That gets very expensive very quickly. Both 343 and CD Projekt have a lot more money behind them now than they did 10 years ago, so they must think the huge financial loss is somehow going to please investors. Because at the end of the day, for both companies its all about pleasing the investors, not gamers.

  • anonymous111@lemmy.world
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    2 months ago

    I think were seeing diminishing returns in graphics. Some games are almost photo realistic.

    This means that any engine capable of these graphics will be largely future proof.

    They should bite the bullet and build/move to a new engine. It likely won’t need changing unless there is a major breakthrough.

    • kerrigan778@lemmy.world
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      2 months ago

      People have been saying this since Half Life 2, possibly even longer, then everyone said it about Crysis. To be fair, Cryengine has some validity as a future proof engine. It was first made in 2002, just 5 years after Gamebryo and is still being used in heavily modified forms by a large number of studios. But even that is showing its age and is getting heavily refactored yet again for the Open 3D Engine that the Linux foundation is working on. With that said, the amount of active development and intensive refactoring that the Cryengine has gone through at this point eclipses what has been done for the Gamebryo engine. But it still seems like lack of respect for tech debt is the larger problem than “just switch engines”

      • anonymous111@lemmy.world
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        2 months ago

        I get your logic but Source was developed as a foundation engine and it had a road map to improve its performance and graphics. Example: HL2 vs Dear Ester.

        Cry Engine again, designed to be perormant and push graphics. Opened up to multiple developers as a service.

        Bethesda’s engine is tuned for RPG elements, fair enough. But there is apparently a limit to how graphically rich it can get.

        Bethesda have pushed there engine as far as it’ll go. There ex dev is saying “it isnt the engines fault the RPG was bad.” These are 2x separate issues.

        There will always be tech debt making large scale IT changes.

        RE the point on Risk, I’d write it like this:

        IF the engine is changed THEN there could be a delay to current projects. Mitigation: finish projects in flight. Start new projects on a new engine.

        How about this risk:

        IF the engine is not able to be modernized THEN there is a risk that Bethesda games fall beind their competition. Mitigation:

        1. Better RPG elements (Dev says this didn’t work).

        2. Migrate to a new engine in a rush when the next project doesn’t sell (cutting corners on the tech debt).

        P.s. do you have a good definition of tech debt? Ive always used “Something we need fix in the future.” Quite loose but ive had lots of arguments about this lol

  • jonsnothere@beehaw.org
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    2 months ago

    I do think they have a point: there’s not many other engines I can think of that are quite as ‘tangible’ as theirs. Every object has its physical place in the world and can be picked up, manipulated,… in a way that’s unlike other engines where the world just feels more static.

  • MoonManKipper@lemmy.world
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    2 months ago

    The problem with the latest Bethesda games has not been the engine. It’s the writing and the design choices

    • I Cast Fist@programming.dev
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      2 months ago

      It’s the writing and the design choices

      I blame Emil Pagliarulo first and foremost. “Design docs? HAHA, that’s for losers!” He’s also the lead writer and no doubt the asshole behind space magic in the game, since he couldn’t put radiation witches in FO4.

    • switchboard_pete@fedia.io
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      2 months ago

      the writing, yes

      but if their engine is “perfectly tuned” then that means their engine is informing their design

      they can’t make good design choices because they have to work within the limitations of an over-fitted engine

      • MoonManKipper@lemmy.world
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        2 months ago

        I think that’s a reach - the difference between boring choices and interesting ones isn’t the engine - look at New Vegas and Daggerfall.

        • switchboard_pete@fedia.io
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          2 months ago

          e.g., starfield would’ve been a very different game had you been able to fly space -> surface, and had there been vehicles to do actual exploring with

          it would’ve completely changed the way the game plays, and opened up new possibilities for design. it also would’ve removed many of the oft-criticized loading screens and made the whole experience flow better.

          but they can’t do any of that, because the engine isn’t good enough to support it.

          sometimes you can’t make a choice because the engine says no

      • ℍ𝕂-𝟞𝟝@sopuli.xyz
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        2 months ago

        they can’t make good design choices because they have to work within the limitations of an over-fitted engine

        Maybe that’s why Starfield has become a 50% game, 50% loading screen.

  • TrickDacy@lemmy.world
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    2 months ago

    From experience I know I’ll be downvoted but it is a pretty goddamned impressive engine. And yes that is even considering that Skyrim was buggy, what, 12 years ago?

    • TrousersMcPants@lemmy.world
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      2 months ago

      Yeah I feel like people like to just bandwagon against Bethesda games, but no one makes games with as much detail as them. Hell, even Starfield has an insanely robust physics engine.

      • TrickDacy@lemmy.world
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        2 months ago

        Exactly. As a developer, the complexity of that engine blows me away. It’s a miracle they got as solid as they did honestly. If these critics are developers, they’re either lacking in empathy or they’re the kind of prodigy who cannot even comprehend the inability to think about such insanely complex systems with ease

        • actually@lemmy.world
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          2 months ago

          Also, having played hundreds of hours of their games, I would be content with the older game engine as long as there was a good story line, and decent mechanics ( not related to the op topic).

          They can make bad games with this engine, for sure , but I do not want them switch out to photo realism to paint over problems .

          It seems to my old self that games would be better if they were a bit ugly, and dangly, to not hide behind all that newness and flashy stuff

        • Maggoty@lemmy.world
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          2 months ago

          I get that but as a gamer I’m forced to ask why? They went through all this trouble and now they’re unwilling to abandon it while other games are sprinting past them in tech, story, and graphics.

      • MonkderVierte@lemmy.ml
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        2 months ago

        But! That’s cool for a game like KSP, where people craft rotating rings to drive circles in the artifical gravity. But in an RPG? Why do they need to track every spoons position? It just looks like they spent too much money on a too capable/complex engine and can’t really innovate because of it.

        • TrousersMcPants@lemmy.world
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          2 months ago

          Play Skyrim and do fus to dah in a tavern or something, having all those physics objects feels amazing. Also being able to walk in a house and steal all the cutlery and junk just feels so immersive for being in the world imo. Not to mention the crafting systems in Fo4 and Starfield using those clutter objects for crafting systems.

      • Blueberrydreamer@lemmynsfw.com
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        2 months ago

        Well yeah, that’s what happens when you make enormous games with basically no player safely rails. With unrestricted freedom comes unpredictable interactions and inevitable bugs. Feel free to point out any other game that comes close to the scale of a Bethesda game without being full of bugs.

          • Jakeroxs@sh.itjust.works
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            2 months ago

            I love Elden Ring and From Soft games in general, but the way they work is completely different.

            There are no dialog trees in Elden Ring, no skills outside of combat, rudimentary crafting mechanics, rudimentary “enchanting” through things like affinity or ashes of war in ER.

            Blatantly put, the focus is on completely different mechanics/systems that are much more simple, meaning much easier to not run into lots of bugs.

            It’s just not really a good comparison.

          • Blueberrydreamer@lemmynsfw.com
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            2 months ago

            Just look at the mod sites to see how many bugfixes are out there. It’s been improved in the years since it launched, but it’s far from a bug free game.

        • paultimate14@lemmy.world
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          2 months ago

          How quickly people forget how common it was to see Roach on rooftops in the Witcher 3.

          GTAas an entire series has tons of reels of people doing ridiculous and hilarious things.

          I’ve never understood the weird hate for Bethesda games in that regard.

        • I Cast Fist@programming.dev
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          2 months ago

          basically no player safely rails

          Skyrim is full of safety rails in the form of essential NPCs and places that won’t unlock unless you’re at the right part of a specific quest. Newer bethesda games are even worse in those regards.

          • Blueberrydreamer@lemmynsfw.com
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            2 months ago

            Admittedly haven’t played it yet, but BOTW was absolutely a masterpiece.

            That said, the NPC scripting and interactions are way simpler than Bethesda games, and there’s very little in terms of even marginally open ended quests. It’s a great open world, but it’s pretty on rails story wise outside the order in which you tackled areas.

      • Quetzalcutlass@lemmy.world
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        2 months ago

        Because Bethesda didn’t focus on fixing script bugs in those re-releases, only engine ones. The game logic remains a tangled mess of bugs and the unofficial patches that actually fix things barely needed to change at all to support each new edition.

          • Quetzalcutlass@lemmy.world
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            2 months ago

            Right, and they should have fixed them - especially since people literally put together wiki pages documenting every known bug in the game. But all Bethesda did was upgrade the engine a bit (make it 64-bit, add some new graphical effects, implement support for microtransactions) and release the same broken game again and again. The engine upgrades fixed a few crashes, but for some reason Bethesda refuses to patch logic errors in their Papyrus scripts (the code that controls the actual game content) even though those are way easier to fix than engine bugs.

            If asked, I’m sure they’d say it was to avoid breaking mod compatibility or something, which is kind of bullshit considering nearly every mod works with the unofficial patches that do what Bethesda refuses to. And they’ve been like this since the very beginning. Their studio is synonymous with bugs.

            It’s mind-boggling how they get away with putting such little care into their multi-billion dollar franchises.

      • TrickDacy@lemmy.world
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        2 months ago

        People said that but I played the game I’m sure over 100 hours and bugs impacted maybe .2% of my playing time.

      • ripcord@lemmy.world
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        2 months ago

        For all the complaints about Starfield, being Bethesda-buggy wasn’t really one of them. It was possibly their most polished release.

        • I Cast Fist@programming.dev
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          2 months ago

          On my first playthrough, once I got the quest to find the first space temple it bugged, with the quest marker pointing to a specific place in a planet, but no temple spawning there. I had to start a new game as I didn’t have any saves from before starting that quest. Not fun.

          • Blueberrydreamer@lemmynsfw.com
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            2 months ago

            Did you even play it, or are you just jumping on the hate bandwagon? It’s hardly perfect, but I literally didn’t find any significant bugs in over 20 hours of playtime. The game has plenty of fundamental issues certainly, but the bugs are more of a meme than anything.

            • Maggoty@lemmy.world
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              2 months ago

              Literally the first time I played it, the very first planet told me I wasn’t supposed to be seeing it.

              And I waited a year to buy it.

              • Blueberrydreamer@lemmynsfw.com
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                2 months ago

                Did that have any effect on your game? Minor UI issues are pretty common in plenty of games, I personally can’t see that as much of an issue. Certainly not the game-breaking bugs of launch Oblivion and Skyrim

            • rickyrigatoni@lemm.ee
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              2 months ago

              I did play it, thank you, and it did have multiple bugs I’ve experienced in previous games.

          • ripcord@lemmy.world
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            Not saying there weren’t bugs, but the consensus seemed to be that it was the most polished, bug-free title they’ve ever launched.

            Edit: …which is a pretty low bar, I know. But it seemed more inline with the bugs that most “AAA” games tend to have at launch.

    • Hazzard@lemm.ee
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      2 months ago

      Agreed, the way they can preserve the position of any object, anywhere, with thousands of objects and an obscenely large world, is exceedingly impressive.

      What I don’t get is why the hell any of that is a priority. It’s a neat party trick, but surely 99.9% of the gameplay value of arranging items for fun could be achieved on the player ship alone.

      Like… it’s neat that I can pick up, interact with, and sell every single pen and fork on every table. But is it useful, with a carry weight system deincentivizing that? Fussing with my inventory to find what random crap I accidentally picked up that’s taking up my weight? Is that remarkably better than having a few key obvious and useful pickups? Is it worth giving up 60FPS on console, and having dedicated loading screens for nearly every door and ladder around?

      Again, it’s cool that they have this massive procedurally generated world, that a player could spend thousands of hours in. But when that area is boring, does it really beat a handcrafted interesting world and narrative? What good is thousands of hours of content when players are bored and gone before 10 hours?

      So like… from a tech perspective, I respect what Starfield is, and it’s very impressive, but as a game it feels like a waste of a lot of very talented work, suffering from a lack of good direction at the top.

      • VindictiveJudge@lemmy.world
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        2 months ago

        I could generally take or leave their clutter items, but persistent NPCs with dynamic schedules or the full stat and inventory systems of the PC are still extremely rare, never mind both. Most games simplify NPCs such that they don’t actually have equipment or just have one item (typically an unlootable weapon) and reduce their stats to just HP and defense stats. By contrast, the only difference between an NPC and the PC in a Bethesda game is that the player has controll over the PC.

        For me, if they moved to a new engine it would need those persistent fully-featured NPCs to feel like a Bethesda game. Ten years ago, there wasn’t really anything else that did that. Now, there’s got to be something they can make work. Hell, BG3 has all this stuff, it’s just from a top-down perspective. And it can handle ladders, which Bethesda’s engine still can’t do.

      • I Cast Fist@programming.dev
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        2 months ago

        See, that’s one of the problems of using Creation Engine for Starfield. The game was supposed to be about exploration and space travel, but the big focus of the engine is clutter. All the things that made Skyrim and Fallout feel “lived in”, like NPCs doing different stuff at specific times, were effectively disabled or removed in Starfield. Hell, NPCs’ (complete lack of) reaction make them feel completely “dead”; pedestrians in GTA 4 feel more way more believable and “alive”, despite serving the exact same purpose of filling the screen.

        The proc-gen places also makes zero use of the engine’s strengths, it doesn’t create any “unique” places that could be filled with unimportant npcs and clutter. It’s ironic that Daggerfall, more than 20 years ago, had better proc-gen

  • Zink@programming.dev
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    2 months ago

    Bethesda. Guys. Gather ‘round.

    I really love your types of games. I admit I haven’t played through all of the most recent ones, but I’ve structured my PC builds around the Elder Scrolls series since Morrowind. I took 100 hours to play through Skyrim, then I took 200 hours to play through Skyrim VR. And you can tell business daddy that I even used a WMR headset to do it.

    Your engine has enabled some great gaming experiences for me. I am not writing this comment to shit on your engine. Thank you for making it.

    But we should all be clear with each other that to suggest it is “perfectly tuned” in any meaningful way makes you sound like you’ve lost touch with reality. I get that the dev tools and your process may be nice behind the scenes, but from the consumer side, damn no.