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^ This.
There would have been parallel development occurring on the title. It would have started before they (prematurely) gave us the teaser title screen to it years ago. I can't imagine that during the intervening years, or in the future, they'll pull the rug from under themselves to make a drastic shift away from how the engine builds things.
However I think even if their course is set, using procedural (and for all we know further AI inclusions), then perhaps what we should hope for is more and deeper use of it. I have to hope that they're listening to feedback from players/reviewers on this and it gives them the motivation to add more.
If I play devils advocate and for a moment take sides with the whole "empty planets and cells killed the game" position, I can also see that if BGS made the content heavier - more POI's, more frequently generated, random encounters not just POIs, etc - so that traversing gameworld space didn't feel quite as empty (and I know that's subjective), then I think critics would probably enjoy it more, regardless of whether it was procedurally generated or not.
The 'radiant quest' system introduced in Skyrim was a form of procedural generation, primitive by todays accepted standards, but still. Walking from Solitude to Windhelm we would experience a lot of encounters that weren't placed or pre-ordained. Minecraft does procedural generation with it's seeds as basis, and generates worlds with high peaks and deep oceans.
Procedural generation in and of itself isn't the problem. IMO it just needs to be used more effectively. Bespoke crafted content is great, but as we demand bigger game worlds, we're going to rely more heavily on procedurally generated content.
Funny how no one complained about it in Skyrim, yet there are just as many hand crafted locations in Starfield, they just happen to be across multiple worlds is all... No one is forcing you to explore every inch of every planet, just visit the fixed markers and move on if the random locations are getting dull...
And yes, TES6 will use the exact same technology as Bethesda have been using some form of procedural generation for their landmasses since at least TES2 : Daggerfall...
I could see them using proc gen during development to make base terrain to build on but active proc gen in the game? I would question why that would even be needed. TE6 doesn't need to fill 1000 planets and they would have to come up with a pretty stupid story reason for why the game is actively generating new terrain.
If I won the lottery I would fund development for a ES6 where Khajiit all become zombies and the player has to seek a cure to make them all cured.
This was literally how Daggerfall used procedural generation to generate the "wilds" between key locations as you traversed the area... *shrug*
You used “ * shrug * ironically right?
I mean it wasn’t noticeable at all in skyrim
I know that but Daggerfall had a HUGE map.
The only thing I can agree with is it will be a much smaller area then Starfield so it will likely play similar to Skyrim, hopefully they come up with a way to implement the settlement/community building from FO4. It is funny to hear all the doom and gloom being projected on to a game in development that has several examples of previous games in the series based on what they did with a brand new IP.
They changed the formula for Starfield. Which is sort of the problem. They need to go back to the formula for TES6.
Why would I?
And it's no more noticeable in Starfield, outside of the recycled POI's, but Skyrim constantly reused the same dungeon and cave layouts so often that I didn't feel Starfield was any worse in this regards...
Though I agree there absolutely should have been a greater variety of random POI's...
No, no it didn't... It artificially created the impression of one via procedural generation...
There will always be people, usually vocal & usually a minority, who build up unrealistic expectations in their head for a game. Any game. By any studio. The story repeats over and over and over. Their unmet expectations are no more valid for the next game, than they were for the last. Hype, whether self induced, built by influencers for clicks, or delivered by a company, is ultimately something the end consumer is responsible for whether they fall for or not.
ed: in fact, extend that unrealistic hype in the internet age to any entertainment media at all.