Remastering and remaking an existing game is much easier than making a new game that’s actually good. Why do you think so many AAA companies have become obsessed with remakes and remasters? They’ve lost the creative talent to be able to make brand new hit games. And they’re too risk-averse to even try!
If you want new games that are actually good and innovative, your best bet is indie games. Indie games are more innovative and less risk-averse, operating on a sink-or-swim model (many separate indie game devs all competing).
sp3ctr4l@lemmy.dbzer0.com 13 hours ago
See there are a couple of problems with this plan.
As evidence of this, please see anything he’s done in the last decade.
So unless you’re gonna fire him and everyone he’s molded, no shot.
He was also the design director of Fallout 76 and Starfield.
Which are essentially perfect examples of both incompetent game design and execution of ssid design.
Literally, he is the primary problem with Bethesda as a game developing company.
You want the actual experts to fix and refactor the engine. Having contractors do all that for the last decade plus is why everything is broken now; bandaids upon bandaids produces code necrosis.
Assets, on the other hand, are broadly much simpler, (presuming you habe templates and standards as determined by the engine), and there are way more people who can produce quality assets than there are people who can fix and refactor core engine code competently.
Brkdncr@lemmy.world 10 hours ago
Fnv was nearly unplayable at release due to bugs…
zod000@lemmy.dbzer0.com 47 minutes ago
That day one experience was the only thing that made it feel like a Bethesda game. I had that exact same experience in Daggerfall, Morrowing, Oblivion, and Fallout 3.
addie@feddit.uk 10 hours ago
It was quite prone to crashing-to-desktop and certain PC configurations had bizarre graphics issues, but I did play through it on hardcore in the week of release and had a great time with it. Just needed to quicksave a lot.
The kind of bugs that it did not have a lot of were quest bugs. Bethesda’s own games are ‘wide but shallow’, and very few quests in the world seem to interlink with each other, but despite that, they’re very easy to break accidentally, or cannot be completed due to flag issues. Oblivion managed to wrangle up a complex plot with tonnes of interrelated parts, and it mostly just worked.
What F:NV could have been if it had been made in a good engine… Most of the times where it got dinged in review scores were for bugginess and instability. Trying to build a castle upon sand; there’s only so much you can do before all the cracks appear.