• MoonManKipper@lemmy.world
    link
    fedilink
    arrow-up
    48
    arrow-down
    4
    ·
    24 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
      link
      fedilink
      arrow-up
      38
      arrow-down
      7
      ·
      24 days ago

      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

      • ℍ𝕂-𝟞𝟝@sopuli.xyz
        link
        fedilink
        arrow-up
        13
        arrow-down
        3
        ·
        24 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.

      • MoonManKipper@lemmy.world
        link
        fedilink
        arrow-up
        8
        arrow-down
        1
        ·
        24 days ago

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

        • switchboard_pete@fedia.io
          link
          fedilink
          arrow-up
          9
          ·
          24 days ago

          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

    • I Cast Fist@programming.dev
      link
      fedilink
      arrow-up
      2
      ·
      23 days ago

      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.