• @[email protected]
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          34 months ago

          Correct. And they made a new version for Starfield. That’s all they’re going to use. Anyone that thinks they’ll ever switch engines is daydreaming.

          • @[email protected]
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            64 months ago

            It would be nice if the game speed and physics interaction were not tied to a inconsistent variable such as frame rate. And it seems that the more they pile on the gambryo engine the less receptive to modding it gets. But i can also accept that the cracks in the games that grow over time may not be the engine, but Bethesda prioritizing MVP centric development over hammering out the problems. Modders are carrying an auful lot of load to even get the games running.

                • @[email protected]
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                  4 months ago

                  They DID make their modern new engine. They spent five years upgrading gamebryo/craption. They aren’t going to change engines.

                  That is their modern engine.
                  I don’t know how else to spell it out lol.

                  That’s all they’re going to use.

                  • @[email protected]
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                    44 months ago

                    They had a turd. They polished it up a little. It’s still the same turd.

                    Their ‘modern’ engine is only modern to them, but it’s pathetically behind everyone else. I can only imagine the spaghetti code that thing is at this point.

    • mox
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      4 months ago

      That’s a years if not decade+ long project though

      Yep.

      You can’t just stomp a new game engine out of the ground

      I don’t know what you mean by that, but creating new game engines and migrating from one to another have both been done before.

      Is either of those tasks fast or cheap? Of course not.
      Are they worthwhile? Sometimes.
      Are they possible? Absolutely.

      especially not […] if you want it to be as moddable as their current one.

      Well, I can understand why you might assume that if you don’t have a lot of experience in software development, but it’s just not true. Making an engine that allows for very moddable games is mainly about planning for it during the design, and either building good tools for the game data or publishing the specs so other people can. It’s not arcane magic.

      (And for what it’s worth, while Creation Engine is quite moddable, it has enormous room for improvement in that area. Actually working with it can be a very frustrating experience.)