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this post was submitted on 18 Sep 2023
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On the one hand I fully agree. They have plenty of resources to be working on multiple projects at once.
On the other, it’s very easy for studios to lose their way when spread too thin. There is value in staying focused.
On the third hand, it’s taking an absurdly long time to build their games now. It’s clear the Gamebryo/Creation Engine is no longer fit for purpose. I don’t give a fuck about object permanence for 10,000 cheese wheels. I want fewer loading screens, much better facial animations, much better lighting, much better performance, and MUCH better collision handling. Unreal proved YEARS ago that functionally unlimited polygon assets were achievable with good performance with dynamic mesh loading. Gamebryo is absolutely shitting the bed with the assets in Starfield. Maybe it wouldn’t take 5+ years to build these games if they weren’t shackled to Gamebryo.
It's weird, because they absolutely need to switch things up... but also they have a winning formula and so long as the games sell they will never adapt.
For me, the biggest fault isn't the tech itself (at least not directly), but the game design. Every time they strap another system to that Frankenstein's monster of an engine, those systems need to be justified in gameplay, which is harder to do the more there are. As everything grows in scale and scope, each component, whether locations or mechanics, feels less individually compelling. Then they hide mechanics behind the tech tree, which solves one issue by focusing the player experience, but now the quests feel even more bland because they need to appeal to every possible build.
Are you a mutant or an alien?
He's a Bethesda coder
Except you're looking at Unreal from a purely graphical perspective and as if Bethesda's slowest process was making the engine work. If either of those two points were the issue, we'd have a whole bunch of Bethesda-style games on Unreal already, but we don't.