
And how do they support any story in those games? Well if Fallout 4 is any indication? They let everyone just make a shitty quest for it without regard for their experience, ability, setting knowledge, or even interest in the game.

There are problems and it took them way too many years to finish fixing the original grindey loop problems, but compared to Bethesda they're moving at lightspeed.īethesda doesn't care, of course, because like Einhander said, they're interested in pumping things out quickly without doing anything that would enable their version of Gamebryo to be in any way forgivable. That's not me trying to kiss GOG's ass either. Many of their brief leagues have more developed and connected plots than anything Bethesda's put out in years. It supports these concepts of power and the unknown by having a hugely variable customization system for even their skill and passive mechanics that allow you to go a little further each time and everything from the world up and top down is built to interface and support eachother.
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Path of Exile, for example, has a similar cycular play style that retains its fun and intriguing by having a dark and changing world (with each major release they update the plot, most majorly on the last build) that you experience corrupting and saving with your own selfish actions and the slow reveal that even at the height of your power there are things in the darkness of the past, future, and beyond that will still consume you. You can't roll Dark Sun as a goofy adventure without flagrantizing the setting - destroying its impact and the reason for picking it - and you can't put this sort of Run-gun-build narrated plot in a Choice driven post-apocalyptic world or a weirdly apocalyptic fantasy one and any of it retain its meaning or the former game loop retain its fun. There's a reason picking a setting for a campaign is important. And they're doing these things in franchises with worlds explicitly built to not support that style of play. What they're making are Borderlands-esk combat games without the dedication to anything as novel as even seen in *those* games, so far as story and content go (and that's accounting for Borderlands 1's atrocious ending). They claim to be but I seriously question anyone claiming that what they generate could be recreated at a table and not be a colossal waste of time at best, and an insult to the players at worst. Those things can be bad (you'd hope they wouldn't be of course) and you can still have an amazing RPG.īut Bethesda isn't making RPGs. There's a reason games like Fallout and Baldur's Gate are still appealing to this day and its not what their engines or even what little their UIs do. I've said elsewhere and it boils down to this for me: If they were making actual, well made, expansive, choice driven RPGs? I wouldn't care that much about the engine save for them needing to hammer out some bugs. "It allows us to create worlds really fast and the modders know it really well."Īnyone in the game development industry that advocates such a stance on creative content generation is an insipid dolt that should be transitioned from the business. Howard's quote I could only think of how incredibly lazy his statement is. Let's be honest though, the choice to not advance to a newer more competent engine is simply because their far more interested in producing cookie cutter products rather than inherently creative products.Īfter reading Mr. Therefore any deviation from such a lucrative system endangers their profit margin.
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Generating the various utilities and software to manipulate the engine and it's input/output.īethesda Games Studios is far more interested in an assembly line style of product to market business model.Some employees unwilling to adapt will be let go, and new labor hired.

Will take considerably more time to produce a marketable product.Understanding what the engine can or cannot do.Teaching the programmers the ins & outs of the engine.
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