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

    • Tattorack@lemmy.world
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      3 months ago

      Well, you’ll be glad to hear that Toyota, yes, that Toyota, announced a new open source game engine, with deep integration of Blender 3D.

    • CaptPretentious@lemmy.world
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      3 months ago

      Listen I hate the unreal engine with a passion. But I also hate their engine with a passion. This amount of tech debt that thing has is incredible, and that’s not a good thing.

      Unless they’ve started over from scratch but just kept the name I expected to be a piece of crap.

  • Hemingways_Shotgun@lemmy.ca
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    3 months 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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      3 months 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.

  • yeehaw@lemmy.ca
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    3 months ago

    Ok and does it run optimized on old hardware and Linux? I’ll easily skip it if it doesn’t. 😜

  • cmhe@lemmy.world
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    3 months ago

    That isn’t really saying that much. It could still be a creation engine that has a UE5 renderer on top. Like the Oblivion remaster.

  • DupaCycki@lemmy.world
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    3 months ago

    For all the hate we’ve given Creation Engine over the years… I think we can all agree it’s still infinitely better than Unreal will ever be.

  • commander@lemmy.world
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    3 months 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

  • paultimate14@lemmy.world
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    3 months 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.

    • galaxy_nova@lemmy.world
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      3 months ago

      That’s fair, I’m someone who didn’t particularly like Skyrim and am hoping for better writing and better combat because I liked the overall idea of Skyrim but honestly I’m assuming it’ll be more to what you’re hoping for especially if Starfield is anything to go off of. Man was that game disappointing.

    • dovahking@lemmy.world
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      3 months ago

      Also the reason skyrim is still popular is because their engine is way easier to mod compared to unreal. I don’t even know any unreal game that has even 10% of modding capability of creation engine. Granted it’s outdated, but it’s still the reason their games are popular. Hell even starfield recently got a star wars overhaul mod which wouldn’t be feasible with unreal. As much as people like to shit on fallout 4, it’s modding scene is still one of the most active one. And starfield’s failure was more because of scale of the world (and poor writing which has been a staple since skyrim). I’m still skeptical but also somewhat hopeful as long as they build upon the previous es formula.

    • qarbone@lemmy.world
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      3 months ago

      What you described as enjoyable isn’t “Skyrim” that’s just the Gamebryo engine. The Companions don’t figure into a physics glitch that rockets you up to kiss the twin moons. Nocturne and the Nightingales aren’t relevant to a horse glued at an 85° angle to a mountain face. You’re just describing mucking around in a less interactive GMod. But people did like the mage who pancaked himself with a jump spell, the woman who is absolutely a necrophiliac, and Glarthir’s deranged quest. Actual components of those games that were done well. We all want them to make the game better so we actually want to experience all the bits that are well done and funny.

      The Elder Scrolls isn’t popular because of the shitty engine. It’s memed because of the engine, but the games are generally fun enough to keep playing through the more benign bugs. And, like shared trauma, we all laugh about the bad bits in hindsight.

  • Maldreamer@lemmy.world
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    3 months 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.

    • who@feddit.org
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      3 months ago

      I guess you’ve never had to reconcile the disaster that ensues when multiple CE mods update different parts of a game’s .esp data.

      If they touch properties that happen to be near each other, the mods that try to preserve properties that don’t concern them end up stomping all over one other, leaving the player in a horribly broken land of conflicts and sadness. The mods can’t help it, because the engine’s modding system and data structures are fundamentally too stupid to make reliable conflict resolution possible. The endless quest to work around this flaw is why Skyrim has uncountable patch mods, which shouldn’t be necessary in the first place. It’s a bloody awful design.

      I get that you love the possibilities afforded by modding. We all do. But please don’t glorify Creation Engine in this area. What’s under the covers is embarrassing, and particularly bad when more than a few mods are used at the same time. Players and modders deserve something better, and a competent engine developer absolutely could deliver it.

      As someone who has spent too many hours dealing with its fallout, I wish Creation Engine would die.

      • baatliwala@lemmy.world
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        3 months ago

        I mean, it’s a new version, you’d hope they’d fix at least some issues - me, massively coping

        • The_Decryptor@aussie.zone
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          3 months ago

          It’s mostly a tooling issue, so they really could, but I still doubt it.

          I remember installing conflicting mods with Fallout 3, and you just had to run a tool to examine the mods and merge the changes together (and warn you if they genuinely conflicted). It was like a 1 click process and I’m amazed it hasn’t been moved into the engine itself.

      • Maldreamer@lemmy.world
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        3 months ago

        I haven’t had any issues that I couldn’t eventually patch, while I used to play skyrim I had 220+ mods plus few of my own mods. I am not saying that it’s easy enough but if you really know what you are doing and spent the time learning what a mod does how it does then you can work around the problematic part and modify those mods itself to work together.I have had multiple mods people said that couldn’t work together to work together. I understand the process is tedious and hours of manually patching is horrible but I don’t think we would get anything as close to this level of moddability for other engine. I have tried modding unreal but it’s just too terrible and hard to get into it and I can’t do anything meaningful beyond texture mods, maybe it’s my skill issue.

        Funny that you mentioned fallout, I am now in the process of ironing out my new mod for fallout 3, the engine it uses game bryo is even more dated than the CE of skyrim and there are times that I wanted to smash my computer due to every single one of those time GECK crashed when I was in the middle of something important. But still considering Fallout 3 a game that was released in 2008 can still be modded easily than what’s a possible for a game from the time, I just love it.

        Also as a person who spent hours dealing with fallout and Skyrim, I love their engine for what it is despite all the issues with it. And I hope that we get a new version of Creation Engine that can iron out the issue its having now, but Bethesda being Bethesda that’s probably gonna stay a dream lol, but anyway I have hope for my fellow modders.

      • MrFinnbean@lemmy.world
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        3 months ago

        Yet still its one of the most modded engine of all times. Most games dont have any kind of mod support and they just stop working completelly if you do anything beond texture change.

        Bashing creation engines modding is like yelling in a desert about how the water in the oasis would be better with ice cubes. You are not wrong, but it seems really nitpicky.

        • who@feddit.org
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          3 months ago

          Yet still its one of the most modded engine of all times.

          And leaded gasoline was one of the most widely used fuels of all time. That doesn’t mean we should still be using it.

          You are not wrong, but it seems really nitpicky.

          Ah, yes… the dismissive opinion of someone who hasn’t had to do the work to clean up messes caused by the broken design. I’ll be sure to keep that in mind when looking back upon the time I’ve spent helping people in your position.

          • MrFinnbean@lemmy.world
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            3 months ago

            Well go mod something else then. Ill manage just fine without your help.

            It sounds nitpicky because there are only like handfull of games that let people mod the game as much as skyrim does. The vast majority of the games just soils them selfs if you touch the files. Its not perfect, but its better than most.

  • Romkslrqusz@lemmy.zip
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    3 months 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.