• Zink@programming.dev
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    3 days 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.

  • Bakkoda@sh.itjust.works
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    2 days ago

    Same game engine that had me spinning uncontrollably during the unskippable opening credits on a fresh install?

  • Maggoty@lemmy.world
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    3 days ago

    Is that the same engine they used for Star Field? Because I can hear the creaking from here. It’s absolutely time for a new engine.

      • Magiilaro@feddit.org
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        2 days ago

        Yes, and the German city of Cologne is the same since it was built by the romans. Because when the name and the foundations are the same over the ages then everything is the same, no major changes are possible ever!

        • I Cast Fist@programming.dev
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          1 day ago

          The philosophical argument is called Theseus’ Ship. Here is a better comparison for you: Unreal Engine. It’s “the same thing” since 1998 or so. There’s also idTech engines, which are “the same” since Quake. Either engine would better fit the Cologne analogy.

          Your city comparison also misses the point because Creation 2.0 is still using the equivalent of roman aqueducts and plumbing in 2024. They might work, sure, but not for a city of 1 million people where every building and home has its own plumbing. A better comparison would be a city that has some road holes older than some of its own residents.

          • Magiilaro@feddit.org
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            13 hours ago

            Yeah, the Unreal Engine comparison is what I normally do. But change is the spice of life 😁

        • pyre@lemmy.world
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          2 days ago

          it literally has decades old bugs. stop. we know it’s “updated”. the problem is that each time it gets updated to the decade before. also there are hard limits. that’s why starfield was the least “open” world they had despite using the most “updated” engine. not to mention you have to go through an external loading screen everytime your character breathes too much air.

  • Etterra@lemmy.world
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    3 days ago

    If they lean any harder into the sunk cost fallacy they’re going to be walking on the bottom of the ocean.

  • callouscomic@lemm.ee
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    3 days ago

    Have they played their own games?

    Bethesda RPGs are fun. But I’d say they are far from “perfectly tuned.” Always found them to be wonky, clunky, bug-riddled.

    When was the last RPG they released that didn’t require tons of patching?

    • Dippy@beehaw.org
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      3 days ago

      It was 10 years into playing Skyrim on my 4th medium of playing it that learned the courier wasn’t supposed to be naked. I thought it was a comment on his poverty or something

    • chonglibloodsport@lemmy.world
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      I think he means “perfectly tuned to the way fans want it” which is to say “highly moddable.” Skyrim is kind of the first game in the series that sold really well on platforms other than the PC which strangely brought in a lot of fans who play the vanilla game. But as far as I can remember, the bulk of the longterm fanbase plays on PC and installs tons of mods for the game.

      Sure, there are other games that fans like to mod (Minecraft being a big one) but I can’t think of any other game where fans stack dozens or even hundreds of mods by different authors all on the same game and actually expect it to work. The fact that it does work at all (and fans have created custom programs to merge mods and to carefully tune the loading order) is rather a miracle!

      So this is what I think he means by “perfectly tuned.” A brand new engine would mean putting in a ton of work to support all the different forms of modding fans want to do and in all likelihood would be far less flexible and powerful, leading to modder community outcry.

    • UpperBroccoli@lemmy.blahaj.zone
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      3 days ago

      When was the last RPG they released that didn’t require tons of patching?

      I would have said “that terminator game they made in the early 90s” but that is hardly an RPG :)

      • zod000@lemmy.ml
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        3 days ago

        I don’t recall Arena having many patches, but since there wasn’t a great way to distribute patches back then, they probably had no choice but to get their shit at least mostly stable before shipping.

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    3 days ago

    Well; you could use that engine to produce something well-written, deep and interesting like New Vegas, but that still got dinged for being an absurdly bug-ridden release with serious performance issues. It was great despite the engine, not because.

    There’s some slightly-shonky open world engines that support some really impressive RPGs (eg. Baldur’s Gate 3 on the Divinity engine - looks great but performance is arseholes) and some very impressive open-world engines that support some lightweight RPGs (eg. Horizon Forbidden West on the Decima engine - looks great and smooth as butter). And then you’ve got the Creation engine, which looks terrible and has terrible performance, and which runs bugs and glitches in a way that combines into (usually) very shallow RPGs.

    • TriflingToad@lemmy.world
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      3 days ago

      kenshi is also an awesome game on an old engine. Very excited for the sequel using unreal engine that’s coming out in probably 10 years because the indie devs want to release a finished product

  • Nuke_the_whales@lemmy.world
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    2 days 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

  • anonymous111@lemmy.world
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    3 days 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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      3 days 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 days 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

  • MoonManKipper@lemmy.world
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    3 days ago

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

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

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          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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        3 days 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.

    • I Cast Fist@programming.dev
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      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.

  • TrickDacy@lemmy.world
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    3 days 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?

    • Hazzard@lemm.ee
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      3 days 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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        3 days 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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        3 days 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

      • TrickDacy@lemmy.world
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        3 days ago

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

      • Quetzalcutlass@lemmy.world
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        3 days 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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            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.

      • Blueberrydreamer@lemmynsfw.com
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        3 days 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.

        • I Cast Fist@programming.dev
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          3 days 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.

        • paultimate14@lemmy.world
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          3 days 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.

          • Blueberrydreamer@lemmynsfw.com
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            3 days 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.

          • Jakeroxs@sh.itjust.works
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            3 days 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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            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.

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

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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.

          • Blueberrydreamer@lemmynsfw.com
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            3 days 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.

            • Ricky Rigatoni@lemm.ee
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              I did play it, thank you, and it did have multiple bugs I’ve experienced in previous games.

            • Maggoty@lemmy.world
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              3 days 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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                3 days 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

        • I Cast Fist@programming.dev
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          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.

    • TrousersMcPants@lemmy.world
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      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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        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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          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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          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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        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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          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.

  • averyminya@beehaw.org
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    “we can’t change engines because we’ve figured out how to copy and paste really well”