Skyrim lead designer Bruce Nesmith explains why Bethesda switching to Unreal may not be the upgrade fans think it would be.
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Tech debt accumulates over time. Starting fresh is the opposite of that

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There’s no way Unreal is completely free of inherent tech debt. But at the same time, there’s no way it doesn’t have way less baggage than the creation engine. Epic actually work on it, for a start.

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Their tech debt for the most part isn’t going to be because of the engine. Certainly some of it is. But starting back over and reimagining most of the code base affords them the time and ability to fix problems that make features problematic. As the spiffing Brit likes to point out every one of their titles is absolutely riddled with game breaking bugs. Doing an engine change has the kind of depth required to let them head those kind of problems off before they happen.

Of course with an entire staff of short timers they’ll quickly just a mess new tech debt as they misgauge things.

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Starting fresh also leaves you with nothing

Chances are, you start fresh, start copying/ adapting existing code. Leaving you with much the same issues as you were trying to get away from

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Unreal Engine was released in 1998, Creation Engine is derived from Gamebryo which was released in 1997.

They’reTheSamePicture.jpg

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JFC UE5 is not the same tech. It has had major changes over the years. Gambryo is in no way a modern engine. I have used both of these technologies. Have you?

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