e.g., starfield would’ve been a very different game had you been able to fly space -> surface, and had there been vehicles to do actual exploring with
it would’ve completely changed the way the game plays, and opened up new possibilities for design. it also would’ve removed many of the oft-criticized loading screens and made the whole experience flow better.
but they can’t do any of that, because the engine isn’t good enough to support it.
sometimes you can’t make a choice because the engine says no
I blame Emil Pagliarulo first and foremost. “Design docs? HAHA, that’s for losers!” He’s also the lead writer and no doubt the asshole behind space magic in the game, since he couldn’t put radiation witches in FO4.
The problem with the latest Bethesda games has not been the engine. It’s the writing and the design choices
the writing, yes
but if their engine is “perfectly tuned” then that means their engine is informing their design
they can’t make good design choices because they have to work within the limitations of an over-fitted engine
Maybe that’s why Starfield has become a 50% game, 50% loading screen.
I think that’s a reach - the difference between boring choices and interesting ones isn’t the engine - look at New Vegas and Daggerfall.
e.g., starfield would’ve been a very different game had you been able to fly space -> surface, and had there been vehicles to do actual exploring with
it would’ve completely changed the way the game plays, and opened up new possibilities for design. it also would’ve removed many of the oft-criticized loading screens and made the whole experience flow better.
but they can’t do any of that, because the engine isn’t good enough to support it.
sometimes you can’t make a choice because the engine says no
I blame Emil Pagliarulo first and foremost. “Design docs? HAHA, that’s for losers!” He’s also the lead writer and no doubt the asshole behind space magic in the game, since he couldn’t put radiation witches in FO4.