this shuts down rumors that bethesda will move to unreal engine for ES6

  • Maldreamer@lemmy.world
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    46 minutes ago

    This is actually a good news and I am glad creation Engine will be used, The best part of Bethesda games are the modability creation engine and its predecessor provide. Unreal engine is not moddable and is not even beginner friendly, while someone like me can fire up Geck or creation kit and do a full fledged quest mod.

  • commander@lemmy.world
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    2 hours ago

    I’m sure they’re well aware that the biggest knock on Starfield are its forgettable plot and universe and too much loading screens. It’ll be less of a problem in an Elder Scrolls game as it’s building on a great lore foundation and it’s a region rather than a bunch of planets. I’m sure in the 7+ years later I expect to actually play the game, loading screens won’t be much of a problem. Improved graphics will be a given. It won’t set the world on fire but it’ll look firmly like it belongs in the PS5 generation which is good enough for me

  • CIA_chatbot@lemmy.world
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    4 hours ago

    My unpopular take- I’m glad of this, the best part of the Elder Scrolls games are the ridiculous physics bugs. If a mount giant can’t send me to Jupiter in one hit I don’t want to play

    • brsrklf@jlai.lu
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      4 hours ago

      I believe physics is still mostly Havok, so it’s not them. They are just that… amazing at using it.

      The annoying part about the “creation engine” is that it’s still just the corpse of the gamebryo engine that they keep reanimating with their own crap on top of it. With its shitty proprietary netimmerse format that basically only exist for them at that point.

      With time, people have developed tools to create content for it, but it’s yet another area where they went, fuck it, people are going to make our games better, and we don’t even need to do anything to make their life easier while they do.

      • Jakeroxs@sh.itjust.works
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        3 hours ago

        At the same time, unreal games seem to have much less moddability, to your point, the ecosystem around the existing engine for Beth games means its much easier to get in and do modding.

  • Romkslrqusz@lemmy.zip
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    5 hours ago

    this shuts down rumors that bethesda will move to unreal engine for ES6

    It shuts down rumors that Bethesda will move to pure Unreal Engine for ES6, though I never believed that to be the case.

    I see the Oblivion remaster as a bit of a proof of concept of sorts - the potential to have the world, scripts, logic, and physics running on the Creation Engine that devs (and modders!) are intimately familiar with while running the visuals on a separate Unreal Engine layer.

    Shedding the need to do extra work on fancy lighting and graphical effects so they can focus on optimizing the bones / structure seems logical to me, but then again this is the diluted Microsoft-era Bethesda we’re talking about so who knows.

  • BenderRodriguez@lemmy.world
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    7 hours ago

    It’s 2058. My adult grandkids come over and want to play video games. I sit down on my couch and boot up my Xbox Xfinite XLine X/S 2. I boot up Skyrim Super Unreleased Re-release re-re-re-re-re-re-rerelease version 4. My son asks me if I remember when Kotaku posted and article 50 years ago about the upcoming Elder Scrolls 6 release. We laugh. We soon all die due to malnutrition from the resource wars.

  • paultimate14@lemmy.world
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    6 hours ago

    This may be unpopular, but I think this is great news.

    Skyrim became one of the best-sellign games of all time in part BECAUSE of how great it is to see your character get ragdolled into the lithosphere by a giant, or to watch the chaos of spawning thousands of wheels of cheese on top of the throat of the world and watching them roll down.

    An Elder Scrolls game that was built around having realistic physics, or being restricted to more cinematic movement and knteractions, would lose a key essence of what made the earlier games great.

    I don’t want engaging combat in Elder Scrolls. If I want combat that I have to pay attention to, I’ll go play a Souls game or a fighting game or one of the thousands of games that have tried to be “Skyrim with better combat” that have languished in obscurity because they miss the point.

  • zecg@lemmy.world
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    8 hours ago

    Translation: it’s the same shitty gamebryo they’re always using.

      • lime!@feddit.nu
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        8 hours ago

        2015? that codebase started in morrowind. and say what you want about that game but it is not a looker. it launched the same year as metroid prime.

        • ampersandrew@lemmy.world
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          7 hours ago

          I didn’t think Skyrim was too outclassed compared to its peers in 2011, given that it was so much larger and doing so much more than a lot of them under the hood. But Fallout 4 came out alongside The Witcher 3, and the difference between the two was night and day. Then of course Baldur’s Gate 3 next to Starfield, and I have to scratch my head wondering what the hell Bethesda is doing still running this tech stack.

          • boonhet@sopuli.xyz
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            2 hours ago

            It’s not entirely out of question that they’ll use Unreal for graphics while retaining Gamebryo for gameplay. That’s kinda how the Oblivion remaster works. And might be best of both worlds if they manage to make Unreal not suck in terms of performance and don’t fall for the photorealism trap

            • ampersandrew@lemmy.world
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              2 hours ago

              I think graphics are pretty low on my list of priorities for how those games need to modernize. Starfield looks pretty alright in sheer fidelity, but the faces don’t animate well, the conversation system is dated even compared to The Outer Worlds doing basically the same thing, and the engine seems (for some reason) incapable of putting together a proper cut-scene.

              • boonhet@sopuli.xyz
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                2 hours ago

                Ah to be fair I haven’t played Starfield or even watched too many videos. I also didn’t like FO4 much so I was pretty much running with the assumption that they hadn’t changed much since 2011

                Still, they may not need as many engine programmers if they reduce what their in-house engine needs to do. Could free up finances to hire more people to work on the meat and bones of the game. Or they could just pocket the difference and not give a fuck about making a good game, that seems quite likely too.

        • mcforest@feddit.org
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          7 hours ago

          Morrowind? Gamebryo is the continuation of the NetImmerse engine. Development started in 1997 with the first game released in 1999.

          • lime!@feddit.nu
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            4 hours ago

            yeah it’s not bethesda’s engine. but my point was about where the codebase for the creation engine comes from, and that’s the morrowind code.

  • Devolution@lemmy.world
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    6 hours ago

    Unpopular opinion: The gamebryo/creation engine itself isn’t that terrible considering almost every item is physics based. I love the engine for something like Fallout. Starfield… There are things they could have done with it to make it better. But Starfield did show that as proof of concept, vehicular traversal is doable.

    The issue with Bethesda isn’t the janky ass engine. The issue with Bethesda is Emil and his shitty writing.

    • Devolution@lemmy.world
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      6 hours ago

      Maybe for the better. Sandfall Interactive seems the be the only company that could use it without performance issues.

      Borderlands 4, Kill the Justice League, Immortals of Aveum, etc. are performance nightmares without tweaking and patches.

      • arudesalad@piefed.ca
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        5 hours ago

        Coffeestain have done a good job with satisfactory but I can’t think of any other studio.

  • Coolkat@slrpnk.net
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    7 hours ago

    we can assure you the game will look better than starfield and surely totally not in development hell at all

    • marighost@piefed.social
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      6 hours ago

      I have a feeling Bethesda thought they were going to have a hit with Starfield, and when it was came out to painfully average reviews, they really had to think about their design philosophies. Or they didn’t think about them at all and ES6 will be just as painfully average. We’ll see.

      • CheeseNoodle@lemmy.world
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        6 hours ago

        From the reviews I saw it didn’t help that starfield looked and played like a skyrim sci-fi mod that leaned into the Bethesda loading screen meme on purpose.

  • Hemingways_Shotgun@lemmy.ca
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    6 hours ago

    At this point there is nothing that they could do to make Creation Engine feel “new”. I don’t understand why they keep beating that dead horse.

    A couple of months ago, I had some extra money, so I bought Starfield because I had an itch to go back into my Crimson Fleet character.

    The problem was that a couple of weeks before that, I had also purchased a game that I had wanted for years, but could never justify spending the high price of new games on, Red Dead Redemption 2. In comparison, Starfield just felt so…lazy… in ways both big and small, beyond the common issues like repetitive dungeons, barren worlds, loading screens, etc…

    The biggest thing I noticed immediately was the effect of bumping into people as you’re walking. If you compare a Rockstar Game (Or even an assassin’s creed game), where npcs will make a comment, will move out of the way, get upset, etc… Whereas in Bethesda can’t be bothered to do anything except slide you to the right when bumping into a character, who doesn’t react or flinch in any way.

    I started noticing those little things fucking everywhere. And I have to believe that little limitations like that are because it’s running on an engine that is older than dirt.

    • eRac@lemmings.world
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      6 hours ago

      Nah. They are detecting the collision in order to push the player, so the engine is doing the work already. They could easily add an on_collision_player event in the NPC controller that fires at that point to handle NPC reaction.

      The age of the engine impacts things like loading screens, poor use of modern hardware, etc. The 2004-era NPC handling is simply a reluctance to do any more than the bare minimum.