whereWhy I am not surprised it is Jason defending another Billion Dollar company...
whereWhy I am not surprised it is Jason defending another Billion Dollar company...
Honestly I rarely hear complaints about Bethesda's games outside the internet. I even had an ex who owned Skyrim on the PS3 and when I told her that I heard that version sucks she said "meh works fine for me".
Do you even understand how modern manufacturing even works? Like seriously do you think stuff is made these days without complex programming.Because making games/programs is hard. I know that sounds like an oversimplification. But it is true. There is no other place where you make abstract things that you control virtually and have to maneuver in that orientation. They will always be able to be broken in some sense. How much is acceptable is up to the individual.
Ok now that i know the differences in semantics can i still bash bethesda for their buggy game or not?!
What opinion? That bethesda produce buggy game?
Yeah its been...interesting. I've gone from fighting off a pack of wolves with fur, in a deforming snowy environment at a solid 30fps to fighting a group of mole rats that look like turds at a slideshow frame rate.The whiplash from seeing RDR2 to FO76 is so jarring that its like playing games that are multiple generations apart despite coming out in like a month of each other.
Where'd he do that?Why I am not surprised it is Jason defending another Billion Dollar company...
Yeah its been...interesting. I've gone from fighting off a pack of wolves with fur, in a deforming snowy environment at a solid 30fps to fighting a group of mole rats that look like turds at a slideshow frame rate.
ERA --> Internet --> ERA ??This article was probably spurred by a very thread here that Jason posted in
Great post.I don't really understand the point of the article to be honest.
Yes, game engine is a laymen's term for a whole set of tools and such that make up a development environment,
but even engineers in the industry will use the term wholesale in my experience. It's just short-hand for an entire selection of tools used in development.
The fact remains that a lot of the issues that persist in Bethesda games seem to always rear their ugly head no matter what generation or iteration of the development tools we are looking at.
No engine or development environment is going to be perfect, but there are plenty of examples where a change to the base engine alone can create a stark improvement.
You can look at the reactions to our own KOF XIV compared to the new Samurai Shodown teaser. These games are created by the exact same programmers, artists, art directors, producers, designers, etc. and the biggest difference is that we changed from a proprietary engine (which I assume had built up over the years to be a Frankenstein beast probably just like Bethesda's own engine) to Unreal Engine 4. Obviously, there is a lot at play in the background and even UE4 presents its own unique challenges but talking about a 'game engine' isn't so much a misnomer as it is shorthand for a whole slew of things that even most developers don't understand.
Also feels a bit weird as I am like 99% sure that Jason has criticized Bungie in the past for their engine holding the game back, which was probably true and based on insider sources. Seems like a similar situation to me, but maybe I am remembering wrong?
They've been on Gamebryo since Morrowind I believe.It's my understanding that Bethesda has been using this "engine" or set of tools since Oblivion and has for some reason refused to create something new from scratch since. All their games have moved and played pretty much the same since then with the same type of bugs and ugly faces. Them renaming the set of tools to "Creation Engine" with Skyrim didn't change the fact that the base code was obviously the same (they added 3rd person which played/moved like crap YAY). It's getting really obvious they have pushed these tools to their limits with Fallout 76, or stupidity in trying to tack on multi-player into this engine. I hope this game bombs and forces them actually create a set of modern tools but if that were to happen we probably won't see their next game for another 10 years.
Exactly...The article completely misses the point of the complaints.
It's entirely focused on people misusing the term engine, okay, fine. People don't know exactly what they're critical of, but they're still being critical for a reason, and a technological one.
This seems like the most pointless semantics debate to completely sidestep the actual issue people have.
I have to be reading this wrong. It's "entitled" to criticise a game dev because "they did their job to the best of their ability"? That can't possibly be what you're saying, right?
Then they should really stop talking about game development related things then..That's what my post said.
Players can't be expected to understand the intricacies of game development, or how games work.
Exactly...
For years, people have been using the term "engine" to refer, inaccurately or otherwise, to the horrible lack of optimization in these games that share the same engine-but-with-updates they've been using to make their games...
Making an entire article over the misuse of a single word when you clearly understand the intent of the criticism you're decrying makes it seem like a "slow news day" over at Kotaku...
Right, and people should go to film school before having an opinion on movies, should be trained as a chef before having an opinion on a meal, and be trained as a plumber before pointing out a dripping tap.Then they should really stop talking about game development related things then..
The article completely misses the point of the complaints.
It's entirely focused on people misusing the term engine, okay, fine. People don't know exactly what they're critical of, but they're still being critical for a reason, and a technological one.
This seems like the most pointless semantics debate to completely sidestep the actual issue people have.
Great post, hand-waving very real issues with a dev based on a technicality is a bad look. I'm starting to really not like the way Jason leans in some of these discussions.Feels to me like it's entirely sidestepping people's actual complaints.
Yes there's a lot of misinformed people attributing faults in Bethesda games to the engine that may or may not be caused by the engine.
But people are using "engine" as shorthand for "technical problems existing in all Bethesda's games to some extent since Morrowind".
People wouldn't care about the engine if these games had good facial/walking animations, slick movement systems, few graphical/quest/NPC bugs/glitches, characters with eyes that suggest life, streamlined area transitions etc.
Me and a lot of people really love Bethesda's games for the things they get right, but hand-waiving complaints about their serious technical problems as being from people that don't know what "engine" means is not particularly constructive.
Obviously, no one else makes games quite like Bethesda, so you accept the rough with the smooth, or at least the market certainly does, but I can't' blame people for wanting Starfield/TES6 to at least approach industry standard levels of polish.
I guess every player has to decide their ABABAPPA for each game on a case by case basis.
Also feels a bit weird as I am like 99% sure that Jason has criticized Bungie in the past for their engine holding the game back, which was probably true and based on insider sources. Seems like a similar situation to me, but maybe I am remembering wrong?
Actually it's worse - the article misinterprets the topic just as much as the audience it talks to about misinterpretation.Feels to me like it's entirely sidestepping people's actual complaints.
Do you even understand how modern manufacturing even works? Like seriously do you think stuff is made these days without complex programming.
StuBurns doing good work in this thread.
https://kotaku.com/the-messy-true-story-behind-the-making-of-destiny-1737556731
Look at all those comments about how the engine is at fault.
To be honest I don't understand Schreier's point with the Bethesda article.
It's clear.
The point of this article is to point out that clickbaiting by Forbes or YouTubers like YongYea that suggest Starfield/TES6 will have the same problems as Fallout 4 and 76 because "they'll use the same engine" is factually incorrect and misguided. And he's probably correct.
Of course, people in this thread are waving it off as a "semantics issue".
People quoting that post, sound like someone opening a radio for the very first time as beginning electrical engineers and being like "well here's all the problems, it's all these WIRES in here fucking things up!"
That list is just a list of very rote features and system patterns that virtually every game uses. Like their complaints about the entity component system are precisely the point of ECS. ECS is modular programming, that's literally the strength of ECS. The entire point of an ECS is that entities are literally container pawns that don't contain any actual "programming," but instead are merely individual instances of larger systems that tick each entity separately. The name itself even explains how it works -- an ENTITY COMPONENT system.
Like, let's take a second and design an entity component system entity class for a second, literally see how it's done:
Code:class Entity_Interface { int EntityID; public: Entity_Interface(); virtual ~Entity_Interface(); virtual const int GetEntityTypeID() const = 0; inline const int GetEntityID() const { return this->EntityID; } }; template<class T> class Entity : public Entity_Interface { void operator delete(void*) = delete; void operator delete[](void*) = delete; public: static const int STATIC_ENTITY_TYPE_ID; Entity() {} virtual ~Entity() {} virtual const int GetStaticEntityTypeID() const override { return STATIC_ENTITY_TYPE_ID; } };
Like, that's seriously all there is to an entity. An entity, in an ECS system, is literally just a container wrapper. It's a super abstract concept, that merely registers that an instance (or entity) of a more complex system, determined by a mere identification type, has been created. Entities, in an ECS, are merely tiny allocations in a memory pool, that get parsed by a larger system that iterates through the pool. Entities literally shouldn't contain "programming," that's what their SYSTEM is for.
Or the bit about meta data -- the author sounds like he wants to definitively claim an observer pattern is inherently superior to polling, except one cannot make this claim in isolation without being able to examine the underlaying architecture of the engine, what polling vs observing means in practical terms. There are, believe it or not, actual reasons one would choose to use a polling pattern over the observer pattern, depending on the behavior needed. Their complaints about cells is literally just vector quantization, one of the most classical compression schemes around. Of course they have limits, everything in computer programming has limits. Actually, switching to a model "without limits" is way, way more janky.
Read this book:
http://gameprogrammingpatterns.com/
All the shocking "issues" in that post are literally just the general nuts and bolts of game design.
The point being made it's a ship of Theseus.Why is this being hailed as not engine issues? The FPS game speed cap is literally at fault of the engine?
Why are we trying to shift blame. Gamebyro/Creation has lived it's worth the movement system is archaic and I fail to see how it benefits any of their games to keep using it. It has fundemental flaws that keep it from being a good engine.
Either rebasing the entire graphics engine to run properly and fix age old issues or tossing it to make a new one.
I mean ffs there is a valid reason behind Zenimax using another engine for ESO and not gamebyro because it isn't feasible for games anymore.
Honestly I rarely hear complaints about Bethesda's games outside the internet. I even had an ex who owned Skyrim on the PS3 and when I told her that I heard that version sucks she said "meh works fine for me".
I don't support some of the vitriol that's going on, but I started playing Fallout 4 this year and some of the bugs that are still there are ridiculous. I can't use the elevators in settlements, something that was part of a paid DLC released 2 years ago, because the elevator and the buttons get separated after a while. How to fix? Oh just replace the whole thing and keep doing it everytime it happens, including the things you snapped it to. No thanks. I'm glad I didn't buy this DLC on release and just got it as part of the GOTY edition.Yeah the internet was a mistake. Negative ass communities suck the fun out of hobbies. I truly think the people smart enough to stay away from online communities enjoy their hobbies more than the average forum goer, Reddit user etc. With gaming there's so much focus on glitches, frame rate and other performance issues that the average gamer not participating in these communities mostly doesn't even notice or care about and just has fun playing their games.
People quoting that post, sound like someone opening a radio for the very first time as beginning electrical engineers and being like "well here's all the problems, it's all these WIRES in here fucking things up!"
That list is just a list of very rote features and system patterns that virtually every game uses. Like their complaints about the entity component system are precisely the point of ECS. ECS is modular programming, that's literally the strength of ECS. The entire point of an ECS is that entities are literally container pawns that don't contain any actual "programming," but instead are merely individual instances of larger systems that tick each entity separately. The name itself even explains how it works -- an ENTITY COMPONENT system.
Like, let's take a second and design an entity component system entity class for a second, literally see how it's done:
Code:class Entity_Interface { int EntityID; public: Entity_Interface(); virtual ~Entity_Interface(); virtual const int GetEntityTypeID() const = 0; inline const int GetEntityID() const { return this->EntityID; } }; template<class T> class Entity : public Entity_Interface { void operator delete(void*) = delete; void operator delete[](void*) = delete; public: static const int STATIC_ENTITY_TYPE_ID; Entity() {} virtual ~Entity() {} virtual const int GetStaticEntityTypeID() const override { return STATIC_ENTITY_TYPE_ID; } };
Like, that's seriously all there is to an entity. An entity, in an ECS system, is literally just a container wrapper. It's a super abstract concept, that merely registers that an instance (or entity) of a more complex system, determined by a mere identification type, has been created. Entities, in an ECS, are merely tiny allocations in a memory pool, that get parsed by a larger system that iterates through the pool. Entities literally shouldn't contain "programming," that's what their SYSTEM is for.
Or the bit about meta data -- the author sounds like he wants to definitively claim an observer pattern is inherently superior to polling, except one cannot make this claim in isolation without being able to examine the underlaying architecture of the engine, what polling vs observing means in practical terms. There are, believe it or not, actual reasons one would choose to use a polling pattern over the observer pattern, depending on the behavior needed. Their complaints about cells is literally just vector quantization, one of the most classical compression schemes around. Of course they have limits, everything in computer programming has limits. Actually, switching to a model "without limits" is way, way more janky.
Read this book:
http://gameprogrammingpatterns.com/
All the shocking "issues" in that post are literally just the general nuts and bolts of game design.
At first glance it seemed like reasonable complaints against general game engine design decisions, but I had no idea if any of them are actually valid. Seems like it was a bunch of malarkey in the end.
Do you mind explaining what the implications are? It seems that both are just shorthand and the article is just pointlessly condescending semantics. Does it -really- matter that people use "engine" for shorthand rather than "technology"?I think people are swapping "engine" for "technology" without understanding the implications—the point of Jason's piece—but saying the tech driving their games seems to regularly undermine them, and has somehow become a meme that Bethesda itself jokes about, is spot on.
The point being made it's a ship of Theseus.
Honestly threads about BGS keep surprising me. Sure, there's things that need to be improved upon, but it's not like their games are extremely bad. I read a comment of someone who said Skyrim was a bad game yet he had put about 300 hours in it. What's going on there?
Do you mind explaining what the implications are? It seems that both are just shorthand and the article is just pointlessly condescending semantics. Does it -really- matter that people use "engine" for shorthand rather than "technology"?
Your basically confirming you don't know what your talking about and that's fine but people really shouldn't speak as if they're an expert in fields they have little understanding of.Your talking about something that relates to a physical process/result. I never said that manufacturing did not envolve any sort of software or programming. But you really think that manufacturing is that similar to creating a video game? I guess that we could come up with some simulation use cases that would get pretty close in some situations. But unless I am way off base most of the time the desired outcomes are designed for fixed results whereas for games they are not.
It matters because they are different things. If people are going to laugh at a company because they're using an engine perceived to be old or bad, they're not making an actual point. Black Ops 4 is using an engine that is a very heavily modified idTech 3 engine that was released in 1999. Their technology chain has modified it so heavily that it doesn't resemble the engine of 19 years ago. If YouTubers were shitting on whatever the current Black Ops' problems are because it's using a 20 year old engine, it would be showing a lack of understanding about what an engine is. Why not correct that?
The point is that it doesn't matter that Bethesda is using gamebryo/creation, because if they put enough resources into it, they could swap out the parts and rewrite aspects of it to match or exceed anything out on the market. If they were to simply "switch engines" the code and tech they've been writing for 15+ years would be completely thrown away and they would have to begin modifying this new engine heavily (there doesn't exist an engine which has what they need "out of the box"). These articles and videos that Jason is refuting are displaying a complete lack of understanding of the situation and putting forth nonsensical solutions. What is wrong with, as a a games journalist, laying out why those solutions are misguided and elaborating on what the problem actually is?
Well I'm glad some people get it!It's clear.
The point of this article is to point out that clickbaiting by Forbes or YouTubers like YongYea that suggest Starfield/TES6 will have the same problems as Fallout 4 and 76 because "they'll use the same engine" is factually incorrect and misguided. And he's probably correct.
Of course, people in this thread are waving it off as a "semantics issue".