

- #Is the creation engine a modified gamebryo engine mods#
- #Is the creation engine a modified gamebryo engine code#
- #Is the creation engine a modified gamebryo engine plus#
Ī bit over 100 people (I want to say it's actually 120 or so but I don't recall where that number comes from) plus 100 QA testers from Bethesda Softworks worked on Fallout 4. I thought CDPR only made The Witcher 3 with about 240 people, that was way off, they had over 1500 people work on it. GTA 5 involved over 1000 people, Assassin's Creed: Unity had 10 studios working on it (they never gave the number of people). So many stupid things causing bugs and issues, mistakes that shouldn't have been made or should have been caught.Ĭontinuing on the path of hand placed assets is impossible if they don't intend on ballooning the studio's size or sucking all the resources away from other Bethesda Softworks studios. They've proven how utterly incompetent they are with each release. There are many more things like that, but the reality is that the engine has limitations that cannot easily be circumvented. A heightmap-based terrain generator, which only allows for a single axis of terrain modification, means that things like caves and cliffs are very difficult to build without the use of static assets (which are more expensive, computationally). Many engine operations are tied to framerate due to how event scheduling works, such as physics calculation. Cell-based loading is here to stay, as is a hard limit on how many NPCs can be displayed without a massive performance impact, due to how NPC meta-data is handled (NPCs are functionally identical to players with individual skills, inventories, and equipment, which must be kept track of every frame the version of NetImmerse that Morrowind was built on was originally envisioned as an MMO engine before its usage broadened). However, there are some issues that cannot be solved. They see what CDProjektRed is doing and feel left out. It is the problem of innovation competing with renovation. Either way, they are not motivated to get back on the same old horse. Devs often get burned out on a game or they feel they are just a one-horse show. I am quite happy with the world and quality of game play I have in FO4/76. History will tells us if they went in the right direction.īecause I want to play Elders Scrolls 6 in my lifetime I do not want Bethesda to scrap their current engine. No one would even remember the original FO if it wasn't for Bethesda's redesign and expansion of the story and lore and they continue to expand it. The start of a new open world adventure never really topped. Yet others found FO3 to be the game of games. With its first person shooting and VATS system OMG. I am sure the old Interplay Entertainment, and Black Isle Studios lovers felt this way when Fallout 3 came out. Isn't the real problem Bethesda does not want to make a Fallout NV 2 and it's not about the engine at all. Ultimately Gopher is right though, its the content, gameplay and general implementation that is the core problem, its why Fallout 4 may be a great game, but its still half the game that New Vegas was.īut the engine *is* struggling now, how dated will it look in another 10 years. Of course they could just Licence Unreal 4, Avalanche, RAGE, etc.
#Is the creation engine a modified gamebryo engine code#
They have a good 10 years before ES6 launches, more than enough time to code a new engine from scratch and build a great game. Todd's response about how they feel comfortable with the engine can can make games quickly, like say a Fallout 76 in 2 years really just highlights how they have focused on one positive and ignored all the negatives. Its not just the core of the engine, though that is a problem, its more Bethesda's general laziness where they can't even be bothered to implement the patches Modders have coded for them. Various modders have commented about how shaky the engine is though and when you see the same bugs recurring in each game that have been present since Morrowind, you have a problem. We don't trust Bethesda to fix their bugs because they never do. Players don't care if there are bugs as long as we can fix them.
#Is the creation engine a modified gamebryo engine mods#
The absence of real mods in F76 is its biggest downfall. I just hope that now that they have MMORPG built into the engine they do not feel obligated to abandon single player games with open use of Creation Kit mods. Bethesda does not need a "new engine." They just need to make a new single player RPG (and all the other things Gopher recommends in the game) and make it fun. They only way they would use a "new engine" is if another engine developer came out with something they could not program into CE and they needed that new tech desperately. But they will not rename it because they own the patents and copyrights. They could rename it again as CE is massively improved for Fallout76. It is not the same engine as the forked Gamebryo engine they made for Skyrim, renamed Creation Engine.

Bethesda is constantly adding features and redesigning the Creation Engine.
