Sanunes said:
Lightknight said:
Well, it generally takes them about 5 years to develop a new kick-ass engine and game to launch with it. We're right there so why not?
I doubt they would create a new engine for any game for Skyrim's Creation engine is an overhauled Gamebyro engine. Now it isn't uncommon to overhaul an engine for a new game Activision did it with Call of Duty: Ghosts.
Well yeah, but I generally consider the degree to which Bethesda overhauls game engines to be a new engine altogether. Their work on Oblivion and Fallout 3 were Gamebryo engines that were so heavily modified as to practically constitute being considered their own thing even if Bethesda's contractual license with Gamebyro wouldn't allow it.
This is one of those ship rebuilding philosophical questions where you ask how many boards you have to replace before you've got an entirely different ship. Some people would consider it the same ship as long as it happened over a significant amount of time while others would consider it a different ship the moment 50% had been replaced.
It seems to take Bethesda around five years to undergo this project. Finding the engine to work with, modifying the hell out of it and adding things (like radiant a.i. that they wrote themselves, for example) and then making a game with it. Well, more realistically they make the game while building the engine. Then, subsequent games are built off of the engine they made with minor adjustments for the rest of the generation. Even Skyrim was just an even more heavily modified New Vegas engine.
One of the biggest issues I encounter with Bethesda's open world games (I haven't played enough Skyrim for first hand experience) is their save game structure. Its too bloated and can bring almost anything to its knees and in my opinion is why they will work great for the first few hours, but the more time you sink into the game the worse it runs because its keeping so many world details are active in memory such and glasses, plates, etc.
No, not really. I've worked as a QA engineer and I did traditional tests on Skyrim when it came out. You read a bunch of information on how the save files got bloated and thought that was the issue when that actually isn't the case. The ps3 version was having trouble dropping assets from its active memory. Basically, the game would try to keep track of more and more assets as the game progressed without anything resetting. At launch, dungeons weren't resetting at all, for example. A sword dropped in a field months ago of in-game time would still be there. This was more noticeable on the PS3 because its proprietary set up forces developers to split assets up into various categories and if any one of those assets gets too bloated the system will crash.
The save files were just indicative of the problem. They were not causative. This was actually a problem in New Vegas too since it was an engine problem.
So the problem you're really having with Bethesda is that their projects are so massive that they really can't nail down enough of the bugs. I think they rely pretty heavily on their fans and we actually kind of like that. But I'm sure it's frustrating for the non-technologically inclined gamers.
Since almost no other company provides the scale and complexity that Bethesda provides, I'm pretty damn forgiving of the first few patches. As either scale or complexity increase, it becomes significantly harder to find and patch bugs as they will increase right along with it. Bethesda probably thought it would be better for fans if they released it along with the other consoles so that PS3 owners weren't left out. They may have even believed that they could fix the asset bloating issue during the time between code cutoff and release (since that's usually like three months) and just failed to do so.