I didn’t like Starfield very much, the endless randomly generated planets are boring. I am hoping that Todd will learn his lesson and make a good TES6 without overuse of random generation.
Thank you for opposing the extremely silly idea to change over to another engine. They don't use Creation because they're lazy and don't care to learn another one, in fact, it's more expensive and time consuming to train new staff on it when they could just use UE and hire people with UE experience. The reason they use Creation is because it's handmade to work for making RPGs and made from the ground up to be easy to add content to. UE games are a nightmare at best to mod. The same people who keep rambling about how bad Creation is as an engine probably have modlists longer than the Wheel of Time book series, that wouldn't be anywhere near as easy, if even possible at all, on a general purpose engine like Unreal or Unity. There also are literally 0 limitations to what they can make it do. They have the source code and can add in any feature compatibility they could ever need. Not to mention how long it takes to make one of their games in an engine not made for that exact workflow from the start. I'm sure the code is absolutely horrendous and it would take a great many years and a team of seriously talented programmers that won't be cheap to make it more performant and polished, but it's the only real option here, as far as the engine goes. That aside, my biggest gripe with Bethesda the last decade hasn't been with bugs, their games are honestly more polished than ever, it's writing and dumb design decisions. Starfield wasn't bad because it ran on a 20 year old fork of gamebryo, it's bad because it's boring. If Elder Scrolls 6 is bad (I still really hope, I want to love this series), it'll also be because of bad writing and baffling design decisions. Throwing it over to Unreal Engine 5 so it looks a little prettier at the cost of running at 3FPS on a 4090 and a 40 year delay in development wouldn't fix a poorly written story, infuriating world building and possible overreliance on procedural generation.
I didn’t like Starfield very much, the endless randomly generated planets are boring. I am hoping that Todd will learn his lesson and make a good TES6 without overuse of random generation.
Thank you for opposing the extremely silly idea to change over to another engine. They don't use Creation because they're lazy and don't care to learn another one, in fact, it's more expensive and time consuming to train new staff on it when they could just use UE and hire people with UE experience. The reason they use Creation is because it's handmade to work for making RPGs and made from the ground up to be easy to add content to. UE games are a nightmare at best to mod. The same people who keep rambling about how bad Creation is as an engine probably have modlists longer than the Wheel of Time book series, that wouldn't be anywhere near as easy, if even possible at all, on a general purpose engine like Unreal or Unity. There also are literally 0 limitations to what they can make it do. They have the source code and can add in any feature compatibility they could ever need. Not to mention how long it takes to make one of their games in an engine not made for that exact workflow from the start. I'm sure the code is absolutely horrendous and it would take a great many years and a team of seriously talented programmers that won't be cheap to make it more performant and polished, but it's the only real option here, as far as the engine goes.
That aside, my biggest gripe with Bethesda the last decade hasn't been with bugs, their games are honestly more polished than ever, it's writing and dumb design decisions. Starfield wasn't bad because it ran on a 20 year old fork of gamebryo, it's bad because it's boring. If Elder Scrolls 6 is bad (I still really hope, I want to love this series), it'll also be because of bad writing and baffling design decisions. Throwing it over to Unreal Engine 5 so it looks a little prettier at the cost of running at 3FPS on a 4090 and a 40 year delay in development wouldn't fix a poorly written story, infuriating world building and possible overreliance on procedural generation.