Todd Howard also says the upcoming RPG is a return to Bethesda's 'classic' RPG formula

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

lime!
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2015? that codebase started in morrowind. and say what you want about that game but it is not a looker. it launched the same year as metroid prime.

ℍ𝕂-𝟞𝟝
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Morrowind is definitely a looker, that art style is something Beth has never been able to approach again.

But hard agree on the VFX.

lime!
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yeah it does have style, but it’s pretty low fidelity compared to its contemporaries. the scope is also a lot larger though.

@[email protected]
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Morrowind? Gamebryo is the continuation of the NetImmerse engine. Development started in 1997 with the first game released in 1999.

lime!
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yeah morrowind used netimmerse, first time bethesda used it.

NachBarcelona
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I think Gamebryo (neé NetImmerse) is even a bit older than Morrowind.

lime!
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yeah it’s not bethesda’s engine. but my point was about where the codebase for the creation engine comes from, and that’s the morrowind code.

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I didn’t think Skyrim was too outclassed compared to its peers in 2011, given that it was so much larger and doing so much more than a lot of them under the hood. But Fallout 4 came out alongside The Witcher 3, and the difference between the two was night and day. Then of course Baldur’s Gate 3 next to Starfield, and I have to scratch my head wondering what the hell Bethesda is doing still running this tech stack.

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Todd Howard doesn’t know how to make games any other way.

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It’s not entirely out of question that they’ll use Unreal for graphics while retaining Gamebryo for gameplay. That’s kinda how the Oblivion remaster works. And might be best of both worlds if they manage to make Unreal not suck in terms of performance and don’t fall for the photorealism trap

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I think graphics are pretty low on my list of priorities for how those games need to modernize. Starfield looks pretty alright in sheer fidelity, but the faces don’t animate well, the conversation system is dated even compared to The Outer Worlds doing basically the same thing, and the engine seems (for some reason) incapable of putting together a proper cut-scene.

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Ah to be fair I haven’t played Starfield or even watched too many videos. I also didn’t like FO4 much so I was pretty much running with the assumption that they hadn’t changed much since 2011

Still, they may not need as many engine programmers if they reduce what their in-house engine needs to do. Could free up finances to hire more people to work on the meat and bones of the game. Or they could just pocket the difference and not give a fuck about making a good game, that seems quite likely too.

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Bugs, bugs, always the same bugs.

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I fucking hope not. Unreals’s graphics engine looks terrible

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It doesn’t if you disable TAA and shit, but by default it’s horrible

Cethin
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And Unreal Engine started on 1995. This argument always shows people’s ignorance of software development. When the first pieces of the engine were built is not why it’s shitty. It’s because they haven’t invested money into it where it matters. (Unreal Engine also has some serious issues. It just looks prettier.)

lime!
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i mean, a 23 year old codebase is bound to have some tech debt.

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Very probably yes, but it will also have an extensive feature set and stable, mature functions that work well after 20+ years of development.

A mature codebase is often a double edged sword I agree. But it’s not always a good idea to just throw away all that progress.

lime!
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in bethesdas case though?

a similar thing happened with arma reforger a few years ago, it was supposed to be a tech demonstrator for a new engine but it turned out to still be the same codebase as operation flashpoint from 1995. the engine is solid but it’s super annoying to program for, they have this custom scripting language that’s completely batshit insane because everything is infix by default, and an ui toolkit that is written as c++ classes meaning the actual game has a compiler in it for a subset of c++. so the scripts can be edited at runtime but if there is an error in the ui the game crashes at startup. people were hoping they’d finally switch to something that made sense but no.

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They don’t work well anymore though, that’s the whole point. Bethesda’s codebase is past “mature”, it’s just straight up old and outdated now. Has been for a decade at the very least. Their games have looked and performed noticeably worse than their contemporaries for a good while now.

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They rebuild the engine to be 64-bit (instead of 32-bit) for Fallout 4, and that version is what Skyrim Special Edition is running on

lime!
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that’s not a complete rewrite. hell, depending on how it was architected it may just be a recompile

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