• AnonTwo@kbin.social
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    1 year ago

    Then making a new engine won’t fix the problem, because it’ll just be based off creation engine.

    • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 ℹ️@yiffit.net
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      1 year ago

      They don’t need to make one; they can use one of the many engines that already exist and can do everything their games try to do, but with far less jank. Unless they somehow manage to insert it in regardless, which I would not put past them.

      • millie@beehaw.org
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        1 year ago

        Why would a company with multiple blockbuster franchises completely scrap the engine they’re made in?

            • BigBananaDealer
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              1 year ago

              imagine a bethesda game releasing with a worse modding scene than their last game. people would riot

              • millie@beehaw.org
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                1 year ago

                So in other words, they’ve found a viable business model that incentivizes the next generation of developers to get their asses into gear?

                Hmm… I’m not seeing the down side.

                  • millie@beehaw.org
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                    1 year ago

                    Yeah, exactly. They’ve created a viable ecosystem for themselves. They have a highly moddable engine and they tend to leave a lot of abandoned code in the game that modders find and make use of. People eat it up and they use it as a starting point to get into development.

                    I’m on exactly that track right now. For me it’s been all about very open ended kinda buggy games that you can mod the hell out of. Wanting to change or tweak a little something here and there leads to wanting to implement more elaborate ideas. Eventually it starts looking appealing to make something of your own, or to make a bigger contribution to other projects. Personally, I don’t really want to work for a big company (or anyone other than myself), but a modding portfolio can certainly be a foot in the door.

                    My first mod for a game was a thing to shut up the Longs in Fallout 4. Super simple, literally just broke the link to their idle audio files. That was ages ago, and my own journey has been more related to getting DayZ to do what I want and now using Conan to further explore game design and more involved elaborate systems, but Bethesda was still that first step.

                    They’re not perfect, and their IP in some cases has certainly been watered down a little, but they make great games and have a workable business model that isn’t as toxic as some others. They’ve done a good job fostering creativity and innovation.

                    I don’t really get the complaints by people who’ve never made anything even remotely approaching a Fallout or an Elder Scrolls acting like the developers are trash and they know better. Let’s see your blockbuster open world rpg.

                • WeLoveCastingSpellz@lemmy.fmhy.net
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                  1 year ago

                  No? What I mean is they have a massive more casual audience that doesn’t play a lot of games to compare it to and this is true. Yes most people who regularly play games can enjoy Bethesda games too but they don’t owe their success to that audience cause if they did they would stop selling reskinned skyrim.

      • sickday@kbin.social
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        1 year ago

        Or they can keep using the same engine with the same issues because gamers will definitely buy their next title en-masse despite the previously mentioned issues. Eg. Starfield

        • KairuByte@lemmy.dbzer0.com
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          1 year ago

          To be fair, the engine has been overhauled since the original CE. So, while it’s not “new” it’s also not “the same engine.”

          • barsoap
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            1 year ago

            They tend to do that by tacking on new jank without removing (much) of the old stuff, though, presumably because they have base assets and scripts that they’re constantly re-using. Or, differently put: As long as Papyrus will still be in the thing I seriously doubt they’re giving any thought to technical debt. Already in Skyrim people rather used the UI to script stuff (because that’s Flash and ActionScript is at least remotely sane and fast) but ultimately it’s SKSE (that is, native dlls) for anything that isn’t a lag fest.

            It’s not so much that CreationEngine is easy to mod, it’s that it’s what a gigantic community of modders are used to and have developed tooling for (you can get by with little to no use of CreationKit which is an abomination all on its own). Stockholm Syndrome at its finest or we’d have seen much more content for RedEngine which is far technically superior (and yet CDPR is abandoning it for Unreal).