• Phuntis@sopuli.xyz
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      1 year ago

      a wholly new engine would almost certainly break mods or atleast make them harder to make as janky as creation engine can be it’s the best engine for modding there is and bethesda games absolutely need modding and not just cause the glitches

    • falsem@kbin.social
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      1 year ago

      We used to blame the Bethesda jank on their last engine, Game ryo. Safe to say that it’s not the engine at this point.

        • AnonTwo@kbin.social
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          1 year ago

          Then making a new engine won’t fix the problem, because it’ll just be based off creation engine.

          • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 ℹ️@yiffit.net
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            1 year ago

            They don’t need to make one; they can use one of the many engines that already exist and can do everything their games try to do, but with far less jank. Unless they somehow manage to insert it in regardless, which I would not put past them.

            • millie@beehaw.org
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              1 year ago

              Why would a company with multiple blockbuster franchises completely scrap the engine they’re made in?

            • sickday@kbin.social
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              1 year ago

              Or they can keep using the same engine with the same issues because gamers will definitely buy their next title en-masse despite the previously mentioned issues. Eg. Starfield

              • KairuByte@lemmy.dbzer0.com
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                1 year ago

                To be fair, the engine has been overhauled since the original CE. So, while it’s not “new” it’s also not “the same engine.”

                • barsoap@lemm.ee
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                  1 year ago

                  They tend to do that by tacking on new jank without removing (much) of the old stuff, though, presumably because they have base assets and scripts that they’re constantly re-using. Or, differently put: As long as Papyrus will still be in the thing I seriously doubt they’re giving any thought to technical debt. Already in Skyrim people rather used the UI to script stuff (because that’s Flash and ActionScript is at least remotely sane and fast) but ultimately it’s SKSE (that is, native dlls) for anything that isn’t a lag fest.

                  It’s not so much that CreationEngine is easy to mod, it’s that it’s what a gigantic community of modders are used to and have developed tooling for (you can get by with little to no use of CreationKit which is an abomination all on its own). Stockholm Syndrome at its finest or we’d have seen much more content for RedEngine which is far technically superior (and yet CDPR is abandoning it for Unreal).