•  beefcat   ( @beefcat@beehaw.org ) 
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          1 year ago

          One example: The way Bethesda games track an enormous number of physics enabled objects across their open worlds. I feel like most games in the last 10 years have made a point of simplifying their physics systems to a point of near-nonexistence.

          Bethesda knows that when I dump 500 wheels of cheese on the floor of my house in Whiterun, I want it all to still be exactly where I left it when I come back 20 hours later.

          •  styx   ( @styx@beehaw.org ) 
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            41 year ago

            good point. I still have daggers that refuse to stay in their display boxes and move around the house mysteriously, though 🙃

            I prefer to suspect the radiant engine before Lydia or Ysolda (well, Serana maybe lol).

            •  Chailles   ( @Chailles@lemmy.world ) 
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              1 year ago

              The physics part isn’t even really that important, I think. It helps pile things up, but it’s not tantamount to what makes a Bethesda game.

              It’s from a culmination of decisions that lead to it. To letting you pick up all these miscellaneous items. To saving where these items are stored. To letting you go anywhere you want to. And on top of all that, having a fully functional game working along side all that. It’s a freedom you don’t get in most other games. Sometimes people ask why it’s even necessary, I like to think Bethesda responds with: Why not?

              Nobody else makes them because indies don’t have the resources to make them like Bethesda and AAA devs don’t have the luxury to invest in such a niche experimental and expensive genre.

    • I would like to have it explained to me by someone au fait with GameDev as to what’s stopping a smaller studio going after something with the scope of Morrowind or Oblivion.

      Bethesda are so blessed to have their own unique niche that’s so stupidly popular.

      • Just piles and piles and piles of work. Imagine all the trees, grass, rocks, terrain, buildings, props - and then character and creature models, animations, sounds, writing it goes on and on!

        •  beefcat   ( @beefcat@beehaw.org ) 
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          1 year ago

          And the simulation complexity, which leads to an endless sea of bugs. Imitators typically just leave a lot of this out. But Bethesda knows that when the player dumps 500 wheels of cheese in their house in Whiterun, they better still be there and fully physics-enabled when the player comes back 20 hours later.