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Bri Guy  ( brihuang95@sopuli.xyz )  to GamingEnglish · 3 years ago

The Elder Scrolls VI will skip PS5 and isn’t coming until at least 2026

www.theverge.com

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The Elder Scrolls VI will skip PS5 and isn’t coming until at least 2026

www.theverge.com

Bri Guy  ( brihuang95@sopuli.xyz )  to GamingEnglish · 3 years ago
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Not exactly surprising.
  • ag_roberston_author ( ag_roberston_author@beehaw.org ) 
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    3 years ago

    Creation Engine is based on Gamebryo.

    • AnonTwo ( AnonTwo@kbin.social ) 
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      3 years ago

      Then making a new engine won’t fix the problem, because it’ll just be based off creation engine.

      • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 🏆 ( Kolanaki@yiffit.net ) 
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        3 years ago

        They don’t need to make one; they can use one of the many engines that already exist and can do everything their games try to do, but with far less jank. Unless they somehow manage to insert it in regardless, which I would not put past them.

        • millie ( millie@beehaw.org ) 
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          3 years ago

          Why would a company with multiple blockbuster franchises completely scrap the engine they’re made in?

          • WeLoveCastingSpellz ( WeLoveCastingSpellz@lemmy.fmhy.net ) 
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            3 years ago

            Because the engine is behind the standard set by decade out games

            • millie ( millie@beehaw.org ) 
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              3 years ago

              Weird that they keep hitting the ball out of the park.

              • BigBananaDealer ( BigBananaDealer@lemm.ee ) 
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                3 years ago

                imagine a bethesda game releasing with a worse modding scene than their last game. people would riot

                • millie ( millie@beehaw.org ) 
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                  3 years ago

                  So in other words, they’ve found a viable business model that incentivizes the next generation of developers to get their asses into gear?

                  Hmm… I’m not seeing the down side.

                  • BigBananaDealer ( BigBananaDealer@lemm.ee ) 
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                    3 years ago

                    a lot of skyrim modders worked on starfield

              • WeLoveCastingSpellz ( WeLoveCastingSpellz@lemmy.fmhy.net ) 
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                3 years ago

                Its because they have a massive mainstream audience, like people who buy Madden and FIFA every year

                • interolivary ( interolivary@beehaw.org ) 
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                  3 years ago

                  Ah yes, it must be the dirty normies playing Bethesda games, no True Gamer would ever buy them

                  • WeLoveCastingSpellz ( WeLoveCastingSpellz@lemmy.fmhy.net ) 
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                    3 years ago

                    No? What I mean is they have a massive more casual audience that doesn’t play a lot of games to compare it to and this is true. Yes most people who regularly play games can enjoy Bethesda games too but they don’t owe their success to that audience cause if they did they would stop selling reskinned skyrim.

        • sickday ( sickday@kbin.social ) 
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          3 years ago

          Or they can keep using the same engine with the same issues because gamers will definitely buy their next title en-masse despite the previously mentioned issues. Eg. Starfield

          • KairuByte ( KairuByte@lemmy.dbzer0.com ) 
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            3 years ago

            To be fair, the engine has been overhauled since the original CE. So, while it’s not “new” it’s also not “the same engine.”

            • barsoap ( barsoap@lemm.ee ) 
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              3 years ago

              They tend to do that by tacking on new jank without removing (much) of the old stuff, though, presumably because they have base assets and scripts that they’re constantly re-using. Or, differently put: As long as Papyrus will still be in the thing I seriously doubt they’re giving any thought to technical debt. Already in Skyrim people rather used the UI to script stuff (because that’s Flash and ActionScript is at least remotely sane and fast) but ultimately it’s SKSE (that is, native dlls) for anything that isn’t a lag fest.

              It’s not so much that CreationEngine is easy to mod, it’s that it’s what a gigantic community of modders are used to and have developed tooling for (you can get by with little to no use of CreationKit which is an abomination all on its own). Stockholm Syndrome at its finest or we’d have seen much more content for RedEngine which is far technically superior (and yet CDPR is abandoning it for Unreal).

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