Bvenged said:
Yes, you raise some very good points - but I cannot accept your retort to them making something that might have been intentional, as having no excuse. While I do not work at Bathesda, and I do not know what they were thinking, even to me it would seem having objects tied to an instance would make sense. Of course this can't be done for every object, but for things like candles and whatnot; yeah, instance lock it.
Whether or not it's intentional is besides the point if the decision is stupid to begin with (which it is). If it's intentional, then once again that just proves that they aren't really that adept at making good decisions in regards to programming

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Bvenged said:
The games core systems are not flawed, they are very efficient and make fantastic use of scaling. Loading is a blast and textures are compressed right down (I bare witness to that).
I didn't say all of them were flawed, but a lot of them are.
The game loads fast because it's not really that huge a game. Despite the game worlds immense size, the install size of the game folder is less than 6 gigabytes if i recall correctly, and that's rather low-end for a modern game. And even then, i actually don't consider the loading times THAT fast. They're okay, but they aren't exactly what I'd call snappy, even when playing the game from my brand-new Intel 320 series SSD.
Bvenged said:
IT is also very easy to come up with an idea in planning, run with it and then discover it isn't working when it's too late. You've got to take that into consideration.
Normally i would agree, but my point is that some (or rather, a lot) of the flaws in the game are flaws that any decent game studio WOULD have picked up on before it was too late. Especially the game flaws that are carried over from previous titles are inexcusable, unless Bethesda genuinely thought they were a good idea (in which case, I'd still have to call them out on being retarded once again).
Bvenged said:
It's it spectacular how they've got DLC in the works and are somehow pumping out theses patches weekly? It's like they prepared for them; and all the time between is for fixing the unexpected compatibilities that arise, like Backwards dragons and whatnot. that is a factor you've go to review. They could've assumed that this memory leak wouldn't get out of hand;
The reason they are doing this, and are capable of doing this, is because the game really isn't that 'huge' to begin with (apart from the size of the world).
Like i mentioned earlier, the game is just short of 6 GB install size, compared to say the 14 gigs of a game like Modern Warfare 3. The game has a lot of content, but it is also a very simplified game, with most of the content being the world itself. This, to me (along with my observations inside the game itself) showcases that it's in fact a very simple game, in the sense that it's build on rather simple systems, even if those systems are deployed to great scale.
Skyrim uses very little scripted content, and instead relies on systems (Radiant Story system) etc. to make up a lot of the world. This means that they don't have to sit through buttloads of scriping content when doing bugfixing, since most of the bugs can be found in the game systems and the engine itself, and can therefore be fixed and deployed at an incredible rate.
To your last argument, I'd say that it's very lazy for a game company to make assumptions like that. If you have a suspicion that something is going to be a problem, then you test it out. It wouldn't have been hard for a Skyrim dev to create a test level with ridiculous amounts of objects and try it out, or even create a custom modified save file where the global list is artificially inflated to recreate a the scenario that some PS3-users are having. This just smacks of bad Q&A practices, not to mention that this is something they in hindsight should have seen coming on systems like the PS3, where you are limited to 256 MB's of RAM (and another 256 MB's of video game RAM).
This leads me to deduce that Bethesda didn't think of the problem until people became aware of it. Which they really should have, because even at the theoretical level it's a very obvious problem given the framework they build the game on.
Bvenged said:
Sorry if I came off as ignorant, I just hate writing in detail and then going unheard. Also, since TES is about the closest thing to fanboy-ism I'l get; what's the harm in defending it aggressively and near enough knowing all teh details, when there are fanboys of some
truely shit games *CoD-like-cough* and real life scenarios *religion-aimed-cough* that some people would defend to the grave even when they're proven wrong?
Well, i consider myself having proven you wrong, so what the hoo-haa
Personally I'm not a fanboy of ANYTHING in this world. Every game that has earned my love still has to fight for it, and i can still criticize any game, even the ones i like the most.
For example, my favorite game series of all is still Baldur's Gate, and it's unlikely there will ever be a game i like more. But i can still criticize it to death if i have to, pointing out how it fails to appeal to a more broad audience, how it also has bugs (although nowhere close to Bethesda level), how it has a difficulty curve that will leave most casual-gamers giving up almost before they've even started and almost requires you to research the entire game and read all the 2nd edition AD&D books to even properly understand the combat system to begin with. Sure, once you understand the combat system and how the enemy AI works, the game becomes a lot easier (but are still challenging), but i actually had to sit down and get to learn the game with tutorials and strategy guides, and most people obviously simply doesn't have the patience for that, so I'm going to call it out on it.
My second favorite series is the Metal Gear Solid series. And that series i can also criticize to death once again (I'll save that for another time though).
My point is that fanboys in general piss me off, including if they are fans of a game i like, because their love just simply makes them blind to what constitutes good game design, which makes games stop to improve. I think Shamus Young said it best at the end of this very well written article of his [http://www.escapistmagazine.com/articles/view/columns/experienced-points/7405-Experienced-Points-Go-Back-To-WoW]:
"Never be satisfied with the game you've got. Always encourage the developers (politely) to improve the experience. And don't listen to the fanboys."