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Unreal evolved because of that process so the earliest stuff doesn't seem close to what they are producing now. That was a serious investment of time and money.
Bethesda saved money by not doing this, the games suffer for it now.
The A team (the main development team) created FO4.
The B team (Bethesda Game Studios Austin) developed FO76 while the A team worked on Starfield. The B team had to shoehorn Quake's netcode into FO4 to make FO76 MP.
The B team have only ever developed Doom 2016 and Fallout 76. The successful games seem to have been made by the A team while the B team (FO76) have not really had a hit.
As far as internal game engines we have REDengine, which is a game engine developed by CD Projekt Red exclusively for their nonlinear role-playing video games. Yet, they created versions through 1 to 4 and sold it to no-one else.
And there are game engine features/enhancements in Starfield that are not present in FO4/76.
It does look like it.
I have noticed other developers who seems to stick with older game engines and just polish them up for the next version release of a game.
I imagine having to break from a game engine that you feel comfortable with and rebuilding your franchise/game in a new unknown game engine is scary, risky and potentially costly. That seems to put them off making that kind of move.
someone in this thread reckons they scrapped that idea. i hoped they scrap the idea to scrap the idea. unreal or not THIS engine is too many band-aids in to keep going. pull the plug and build a new engine that does what BGS needs it too.
start from scratch fund it with another 6-7 skyrim re-releases. they would have anyway
or better yet use the new engine to re-release another title. either oblivion or fallout 3. new vegas is an obsidion game and if they ruin morrowind there'll be outrage. F3 and oblivion basically don't work on modern pc's so relaunch one of them as a shakedown run on a new engine.
I want a game engine that's highly moddable. Nothing more, nothing less.
What good is a new engine if all the mods in the past cannot be adapted to the new engine. The whole reason we already have a lot of mods now for Starfield, is that the core of the game engine is well known by the mod community, so fast adaption to Starfield was relatively simple. It is also the core reason Starfield will be here for years and years to come.
If you start with a brand new engine, then be prepared it will take weeks, months or even years before a solid new mod design base has been build. Do not forget that this modding started with the old Morrowind/Fallout 3 engine, and is progressively developed throughout the years. Each new game had a base to build the new mods on, Jumping to a brand new engine would make all those years of development by the mod community worthless. In short - The whole mod core what is been build upon over all these years, can be dumped and there is nothing to replace that.
So yeah - Improve the present engine, but do not do a radical design from scratch. I am afraid the new ES6 will have a very, very short life if that happens.
Depends on when Todd stated that. I understand that originally he said Unreal but then said Creation Engine later. With Elder Scrolls 6 still years away that could all change, so it is anyone's guess at the moment.
I would only consider getting another game built on the same engine, if Bethesda fixes this game's dumb performance woes and proves that the engine is somehow still redeemable.
So Unreal related to more recent development only
They never said that.
Exactly. Was only talking about Eider Scrolls 6 and not Starfield.
I never preorder games, there is no point, it's stupid.
However I would buy TESVI day one if it still used this, yes.