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Oct 27, 2017
11,514
Bandung Indonesia
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".

Lol it completely kills the PS3 the more saves you have and the longer you play the game, and you cannot avoid it, I mean what kind of "works fine" is that.
 
Oct 26, 2017
1,910
That's all well and good and technically correct, but I don't trust Bethesda at all to actually upgrade the various tools and middleware involved in developing their games to a meaningful degree that will improve their games to the level I would like.

I mean they "improved" their tools for Fallout 4 and that was still a steaming pile of shit.
 

GymWolf86

Banned
Nov 10, 2018
4,663
Ok now that i know the differences in semantics can i still bash bethesda for their buggy game or not?!
 

Principate

Member
Oct 31, 2017
11,186
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.
Do you even understand how modern manufacturing even works? Like seriously do you think stuff is made these days without complex programming.
 

Bobbetybob

Member
Nov 11, 2017
887
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.
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.
 

Alexandros

Member
Oct 26, 2017
17,815
The complaints about the engine are a proxy for expressing disappointment over the fact that the next couple of Bethesda games will still have the same bugs, issues and problems as those that came before. Arguing over whether or not the word being used to describe the issues is technically accurate or not is Hermes-from-Futurama level of strict adherance to technicalities and semantics. The point of the matter and the thing actually worth discussing is that Bethesda is going to deliver the same faulty product again in the future. The games press' time would be better spent, I think, criticizing that fact instead of debating whether the giant mess before us is better described as a trash fire or a garbage fire.
 

Eolz

Banned
Oct 25, 2017
7,601
FR
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?
Great post.
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.
They've been on Gamebryo since Morrowind I believe.
It got buggier and buggier with each new release. At this point, switch engines is a better solution, as it seems to be too big of a mess to actually fix.
 

SuzanoSho

Member
Dec 25, 2017
1,466
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.
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...
 

Deleted member 1476

User requested account closure
Banned
Oct 25, 2017
10,449
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?

Read the other posts, it is.

When your best argument is "well it is selling so it must not be broken/bugged", there's not even a point in arguing.
 

VariantX

Member
Oct 25, 2017
16,891
Columbia, SC
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...

Yeah, doesn't matter what the fuck they call it because at the end of the day they're complaining about the bugs that keep showing up in game after game and the same jank that shows up in game after game. What terms should people use so they can complain about the same old problems that keep showing up more accurately??
 

youngsylt

Member
Oct 29, 2017
267
Germany
i admit i have no clues about game development, i am just a player.

but still i think i can tell if a game has tons of bugs and glitches, bad frame-rate, horrid animations and looks outdated compared to its peers and all this keeps getting worse with every iteration - i call it a bad engine.

if it would be better to say the developement tools dont seem to be that good compared to what orher studios produce, so be it. But the outcome and the reality for me as a player is the same, wether im using the exact right technical term or not...

please update for future projects bethesda!
 

Deleted member 46489

User requested account closure
Banned
Aug 7, 2018
1,979
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.

This. Also, I'll eat my hat if Starfield isn't a buggy mess and looks remotely in the same boat graphically as the other next gen games.
 

Death Penalty

Avenger
Oct 27, 2017
3,308
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.
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.
 

jett

Community Resettler
Member
Oct 25, 2017
44,660
StuBurns doing good work in this thread.

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?

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.
 

Fafalada

Member
Oct 27, 2017
3,067
Feels to me like it's entirely sidestepping people's actual complaints.
Actually it's worse - the article misinterprets the topic just as much as the audience it talks to about misinterpretation.

There's a massive amount of inertia and existing constraints in legacy codebases that resists most manners of iterative change, helped by humans working with said tools being resistant to change as well. Gameplay systems usually being the slowest to change because they tend to be the most fragile and have most iteration built-in them.
And sure, ultimately the reasons behind it don't matter as much as results speak for themselves.
 

kiguel182

Member
Oct 31, 2017
9,442
I mean, game engines do have problems. We don't know what the extent of their changes are but maybe their engine needs a bigger refactoring that they are doing or willing to make.

Some decisions made 10 years ago might be biting them in the ass (as it's oh so common in software development) and we don't know how much stuff is just duct-taped together. Given how many weird issues their games have my guess would be "a lot" but I don't know obviously.

People's complains about "the same engine" might be misguided but at the same time sticking to the same base engine might be an issue given how many legacy problems seem to persist and take longer to fix than they should.

With that said, building a new engine from scratch would be super expensive and it would introduce their own set of problems so it makes sense to stick with it. Hopefully they can fix some of the technical shortcomings they have but can't blame people for not being optimist after Fallout 76.

Engines are re-written all the time and constantly changing but we can't ignore that legacy problems might persist and people are concerned about it. Even if the hyperbole is ridiculous most of the time.
 

kiguel182

Member
Oct 31, 2017
9,442
Game engines can definitely be built with certain decisions that cause huge problems in the future. Every software does and that's why refactoring code is a thing and why some people reach a point of "let's throw it away and start over".

Iteration doesn't always fix those problems so blaming an engine for certain things isn't misguided if those things keep showing up despite they improving the engine.

Like, improving the rendering pipeline won't fix the other issues the game might have.
 

NoWayOut

Member
Oct 27, 2017
2,073
Pointless argument about semantics. Call it what you want, but the fact is the technical foundation of Bethesda games is well behind the competition and their releases lack in quality and polish. Game speed tied to frame rate in a 2018 AAA title? C'mon! No matter how you spin it, that's unacceptable. How do you fix that? You cap the frame rate at 63fps of course! What a joke.
 

Paul

Banned
Oct 27, 2017
2,603
Whether you call it engine or codebase or whatever, the point stands. The engine has fundamentally identical structure to Morrowind from 2002, based on separate cells. It retains many of the same issues. THAT is what people criticize, and deservedly so. There is no reason to think that if game from 2015 and then 2018 shares issues with game from 2002, that the game from 2021 using the same ENGINE (codebase, whatever) will be sunshine and buttercups.
 
Oct 27, 2017
9,429
Do you even understand how modern manufacturing even works? Like seriously do you think stuff is made these days without complex programming.

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.
 

Kin5290

Member
Oct 26, 2017
3,390
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".
 

Olaf

Banned
Oct 27, 2017
2,419
Is he just being pedantic about the term "engine"? The issue with Bethesda games is that they all share the same glitched physics and gameplay. I admit I know nothing about how games are developed, but it feels like the "core" of the games is the same. Fine, let's not call it an engine, but it still sucks.
 

mentallyinept

One Winged Slayer
Member
Oct 25, 2017
3,404
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".

I mean, it's kinda funny when the takeaway from the article is essentially:

"It's not an 'engine' issue, Bethesda just keep making the same mistakes over the course of decades with their First Person RPGs."
 

no1

Attempted to circumvent ban with alt account
Banned
Apr 27, 2018
954
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.
 
Oct 25, 2017
5,581
Racoon City
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.


Out here doin the lord's work fam.
 

Pimz

Member
Jul 3, 2018
126
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.
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?
 

Deleted member 47843

User Requested Account Closure
Banned
Sep 16, 2018
2,501
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".

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.
 

Doomshine

Member
Oct 30, 2017
262
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.
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.
 

mentallyinept

One Winged Slayer
Member
Oct 25, 2017
3,404
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.

Yeah, that's why I wanted a source for those claims.

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.
 
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.
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"?
 

Ravic

Attempted to circumvent ban with alt account
Banned
Oct 29, 2017
97
I believe most gamers understand that making a game required tons of different tools and software but it's more easy to reference to it all as "engine".

We don't know what specific tool does Bethesda need to upgrade in order to achieve better looking games with less bugs, so we just use "engine".
 

no1

Attempted to circumvent ban with alt account
Banned
Apr 27, 2018
954
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?

I wouldn't say their games are all bad some are fine like Skyrim felt finished and worked fine for me.

It's the other games that don't feel this way and are broken as a result.
 

deadbass

Member
Oct 27, 2017
982
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"?

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?
 

Principate

Member
Oct 31, 2017
11,186
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.
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.
 
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?

Criticism of the Call of Duty series for using the idTech 3 engine has already existed for years as well, there are limitations the engine but they have done a great job iterating on it and that's why criticism of it has been minimal. If it was actively interfering with the gameplay design of Call of Duty they would get tons of flack for it. Bethesda receives criticism for their use of an outdated engine because the problems with it have been prevalent for years and they are obvious even to a laymen, to say "the code and tech they've been writing for 15+ years would be completely thrown away" or "they could swap out the parts and rewrite aspects of it to match or exceed anything out on the market" is sidestepping the issue, either solution is what the community is asking Bethesda to do, the community wants the company to improve their "engine/technology" and has complained about it for years. Complaining about the "engine" is just the layman shorthand for that, youtube channels appeal to the layman.
 

jschreier

Press Sneak Fuck
Verified
Oct 25, 2017
1,099
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".
Well I'm glad some people get it!