What features do Elder Scrolls and Fallout games have that other open world games don't? Semi persistent item placement?
Its the scope and player agency of their games. Unless you give them like, a decade development cycle per game, the type of games they make are always going to have the same types of problems.
You can solve 'ice skating' looking movement animations by locking movement speeds.
You can solve weird physics interactions by removing physics from most objects and simplifying the model used.
You can fix butterface by having fewer modifiable variables in character create, or only allowing specific presets.
You can fix being able to go places you're not supposed to by having maximum jump heights and invisible walls.
You can solve ever expanding memory usage by just making things vanish when they die or get dropped.
You can fix NPC death geddan by removing ragsolls and having canned death anims.
willing to bet you have little exposure to the BGS modding scene
Its the scope and player agency of their games. Unless you give them like, a decade development cycle per game, the type of games they make are always going to have the same types of problems.
You can solve 'ice skating' looking movement animations by locking movement speeds.
You can solve weird physics interactions by removing physics from most objects and simplifying the model used.
You can fix butterface by having fewer modifiable variables in character create, or only allowing specific presets.
You can fix being able to go places you're not supposed to by having maximum jump heights and invisible walls.
You can solve ever expanding memory usage by just making things vanish when they die or get dropped.
You can fix NPC death geddan by removing ragsolls and having canned death anims.
I've made mods for Oblivion and Morrowind, and I doubt there have been major changes with G.E.C.K or Skyrims mod tools.
Things like Better Faces mods do exactly what I said - they reduce the customisation options available to presets that all look okay, likewise things like Deadly Reflex use precanned anims for things like finishing moves.
A lot of other mods that aim to do things like add uniqueness to areas so so much of the world feels less cut + pastey are a result of spending additional time tweaking areas that have already been built, which Bethesda could do themselves but inherently adds time and manpower to doing so.
As long as their engine gets overhauled for next gen it'll be fine.
As long as their engine gets overhauled for next gen it'll be fine.
I think many people know that. But we don't know what specific part of the engine is involved, and when a part of something is involved, it is technically not wrong to say that this something (engine) might causes the issues.An engine isn't a single program or piece of technology—it's a collection of software and tools that are changing constantly.
I think many people also know that. But I don't see it, I don't feel the changes in Fallout 76 – at least not for anything positive. Yeah, it might be constantly upgraded but that doesn't fix all the technical issues Bethesda's games have since... well, Morrowind (haven't played anything from them before). Even Fallout New Vegas has the same issues, and that wasn't even developed by Bethesda. And Bethesda are not the only developers of games with that level of world interaction.These are not immutable creations, and in fact, a game's programmers will alter an engine's features constantly based on what suits their needs. (Most game studios have tools programmers who dedicate their entire jobs to working on these features.)
ariavivace said:Call it an engine or whatever else you want but this:
"Bethesda's engine in 2018 looks drastically different than it did in 2013,"
is complete bullshit. their games all look and play exactly the same.
neocitron said:And what exactly is this an argument for? Should people start saying "the disparate collection of tools used to make this game has produced consistently crappy results"?
What, exactly, are you defending?
neocitron said:Okay, but if you overhaul your tools enough so that players notice a tangible and positive change, wouldn't you want to call that system of tools "new" or "improved" and hence a "new" engine? Standard marketing practice.
Also, if you're going to use the same "engine" but drastically overhaul it, like they've done with the Call of Duty games for over a decade now, wouldn't you be proud to speak to your improvements, like they do?
The "dumb" headlines can be left alone as I'd assume the average reader here is smart enough to know the difference between the Havok physics engine, screen-space reflections, and shadow map resolution all thanks to work done by people like Digital Foundry over at Eurogamer and many others.
What's misleading is this article. Completely contradict all your statements. There's an underlying problem with w/e Bethesda added back way back then that is still casing issues in their games today. Changing to a new engine would hopefully allow them to spot and update to better code. Of course they won't though. That would cost them too much money.On the outside, Fallout 76 might look similar to Fallout 4, but peeking into its guts would tell a different story. To say they use the same engine might technically be accurate, but it's misleading.