My point wasn’t that it was well made. It was that Bethesda is at least trying to update and expand their tech far beyond what they’ve been willing to commit to in the past. Compare the difference between their older games vs Fallout 76 vs Starfield. A lot more is clearly re-written and updated rather than just tacked on unlike their previous “updates”. The widespread use of procedural level generation, for example - something that wouldn’t have been possible before regardless of the amount of duct tape. To my knowledge, no one else is currently putting that much effort into trying new mechanics and tech in RPGs, and certainly not with a triple A budget. I guess you have something like Mount and Blade: Bannerlord, which is using their tech improvements to significantly increase scale and complexity of their battles, but thats a very different type of game, and I can’t think of anything else that is using newer tech to add to gameplay.
Creation Engine is a great engine for Bethesda style games, no doubt about that. But it is not a particularly innovative engine. The main innovation was just how moddable it was. It’s basically a pretty SQL database, with the formids being primary keys. (Have you ever screwed with xEdit? It’s so easy to mod!)
BUT that being said, widespread use of procgen was in Dagger Fall. Aside from a few key dungeons, everything was procedurally generated, and that was in 1996. Hell, I’d venture that it had better procgen, because they had roads. And before that, Rogue was procedurally generated. Procgen just isn’t an innovation.
Well, give me an example then. I acknowledge I don’t play many RPGs, so maybe I am missing something obvious, but I have seen almost no innovation in big RPGs esspecially when it comes to integrating it with gameplay. All the examples that come to mind are more at the edge of what is considered part of the genre, like Mount and Blade, or RDR2.
You are not logged in. However you can subscribe from another Fediverse account, for example Lemmy or Mastodon. To do this, paste the following into the search field of your instance: [email protected]
Video game news oriented community. No NanoUFO is not a bot :)
Posts.
News oriented content (general reviews, previews or retrospectives allowed).
Broad discussion posts (preferably not only about a specific game).
No humor/memes etc…
No affiliate links
No advertising.
No clickbait, editorialized, sensational titles. State the game in question in the title. No all caps.
No self promotion.
No duplicate posts, newer post will be deleted unless there is more discussion in one of the posts.
No politics.
Comments.
No personal attacks.
Obey instance rules.
No low effort comments(one or two words, emoji etc…)
Please use spoiler tags for spoilers.
My goal is just to have a community where people can go and see what new game news is out for the day and comment on it.
My point wasn’t that it was well made. It was that Bethesda is at least trying to update and expand their tech far beyond what they’ve been willing to commit to in the past. Compare the difference between their older games vs Fallout 76 vs Starfield. A lot more is clearly re-written and updated rather than just tacked on unlike their previous “updates”. The widespread use of procedural level generation, for example - something that wouldn’t have been possible before regardless of the amount of duct tape. To my knowledge, no one else is currently putting that much effort into trying new mechanics and tech in RPGs, and certainly not with a triple A budget. I guess you have something like Mount and Blade: Bannerlord, which is using their tech improvements to significantly increase scale and complexity of their battles, but thats a very different type of game, and I can’t think of anything else that is using newer tech to add to gameplay.
Creation Engine is a great engine for Bethesda style games, no doubt about that. But it is not a particularly innovative engine. The main innovation was just how moddable it was. It’s basically a pretty SQL database, with the formids being primary keys. (Have you ever screwed with xEdit? It’s so easy to mod!)
BUT that being said, widespread use of procgen was in Dagger Fall. Aside from a few key dungeons, everything was procedurally generated, and that was in 1996. Hell, I’d venture that it had better procgen, because they had roads. And before that, Rogue was procedurally generated. Procgen just isn’t an innovation.
Oh you’re trolling, gotcha
Well, give me an example then. I acknowledge I don’t play many RPGs, so maybe I am missing something obvious, but I have seen almost no innovation in big RPGs esspecially when it comes to integrating it with gameplay. All the examples that come to mind are more at the edge of what is considered part of the genre, like Mount and Blade, or RDR2.
Or maybe you are just toxic, given that he made it quite clear where he was parting from in his original comment.