If they go for a small-ish hand-crafted world, this is probably the best tool for the job. I don’t really care for loading screens when I enter/exit buildings…, I care for a compelling narrative within an amazing world, something I haven’t seen since Morrowind.
We are not talking about a scenario where they only had 2 years to pump out new content so they had to work with what they had. That they didn’t manage to build a new tech stack in the absurd amount of time since Skyrim is just embarrassing.
That they didn’t manage to build a new tech stack in the absurd amount of time since Skyrim is just embarrassing.
1: They were making games in that time, just not Elder Scrolls
2: Completely switching engines would make all the tools the modding community has built over the years useless, potentially killing that community for the new games
3: Every other game engine is also just as old as Creation Engine if you only look at when the code was first made, like you’re doing right now
I feel like we go through this every time Bethesda releases a game. Yes, every other engine is just as old. I’m sure there’s some ut99 code still in unreal, and maybe some quake code in source 2. The difference is those other engines already work pretty well, and have improved over time. The creation engine is still somehow just as janky every time, and somehow still has bugs dating back to skyrim or oblivion. I want to believe they can fix it, but their track record does not inspire confidence.
The creation engine is still somehow just as janky every time
As someone who’s played all of their mainline games since Skyrim, this is an outright lie.
They updated the Creation Engine from 32-bit to 64-bit for Fallout 4, and since they used Skyrim as a test bed for development, all they had to do was a bit more work to make Skyrim Special Edition.
SSE is significantly more stable than LE, especially if you’re modding. And Starfield actually held to their claims of being their leadt buggy release to date.
It’s pretty clear that all you know about what’s going on with Creation Engine is just parroting the memes.
If they go for a small-ish hand-crafted world, this is probably the best tool for the job. I don’t really care for loading screens when I enter/exit buildings…, I care for a compelling narrative within an amazing world, something I haven’t seen since Morrowind.
Also please revamp your animation system
We are not talking about a scenario where they only had 2 years to pump out new content so they had to work with what they had. That they didn’t manage to build a new tech stack in the absurd amount of time since Skyrim is just embarrassing.
1: They were making games in that time, just not Elder Scrolls
2: Completely switching engines would make all the tools the modding community has built over the years useless, potentially killing that community for the new games
3: Every other game engine is also just as old as Creation Engine if you only look at when the code was first made, like you’re doing right now
I feel like we go through this every time Bethesda releases a game. Yes, every other engine is just as old. I’m sure there’s some ut99 code still in unreal, and maybe some quake code in source 2. The difference is those other engines already work pretty well, and have improved over time. The creation engine is still somehow just as janky every time, and somehow still has bugs dating back to skyrim or oblivion. I want to believe they can fix it, but their track record does not inspire confidence.
As someone who’s played all of their mainline games since Skyrim, this is an outright lie.
They updated the Creation Engine from 32-bit to 64-bit for Fallout 4, and since they used Skyrim as a test bed for development, all they had to do was a bit more work to make Skyrim Special Edition.
SSE is significantly more stable than LE, especially if you’re modding. And Starfield actually held to their claims of being their leadt buggy release to date.
It’s pretty clear that all you know about what’s going on with Creation Engine is just parroting the memes.