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We've heard it before, it wouldn't do everything Skyrim does because it's a different engine, and while most people think it should have been done on a different engine, there is no actual agreement on what the right engine is...
Which I think is a strong indicator that if it had been made on one of those engines everyone would be complaining, and probably about the lack of something this engine does.
Don't get me wrong, the engine is bad, but what it needs is Bethesda going back to an earlier version and rebuilding it so it has fewer flaws. Unfortunately this would take time, cost a fortune, and will never happen....
https://inl.gov/trending-topics/microreactors/
Oh they will. Creation Engine Mk3. This time you wont be able to put that basket on shopkeeps head. New havok Mk3 will disallow it with grace of a stone mammoth.
Why not both?
The modding community is the only reason why this game got GOTY or why it is still relevant. Same applied to the previous title.
Creation Engine/Game Bryo was designed for a very specific type of game. To remake a game in UE5 or Unity or GODOT or whatever could maybe produce a similar game, but their would be workarounds and concessions before you even get into modding which would be much much more limited compared to Creation Engine.
The creation engine is an extremely modular and systemic engine, one which even the base game content and expansions are implemented as "mods" of a sort. You know what engine also fits this exact description? The Factorio engine. The difference is that the Factorio Engine is much better implemented. The fact that you can install engine and dll mods that were made with hacked together/reverse engineered tools that are capable of fixing core engine problems made by community members prove that the Engine itself is perfectly capable of being molded into a much tighter package, the Bethesda Engine programmers are simply unwilling and/or unable to take the time to do so.
The Skyrim Script Extender for example is only needed for three reasons.
1) Bethesda's complete unwillingness to implement a more robust scripting API that extends beyond the barest essentials needed to run the base game.
2) Bethesda's habit of hardcoding non-performance sensitive systems into the core engine with the bare minimum of visibility to scripting API.
3) Bethesda's inability to code robust and well designed systems for performance critical systems like memory handling and rendering, which makes engine fix mods mandatory.
The tooling in general as well, at least judging by the creation kit, needs a complete rewrite. It has the UI of a program from 2001 trying to handle the data needs and complexity of a game from 2011.
The creation engine is perfectly capable of existing in a highly polished state from both a user and modding perspective, and you can get very close to if not completely reach that with mods. Bethesda is simply unwilling to take the time to fix the technical foundation of their games, and an engine change would make their rendering pipeline a bit more robust at the cost of almost everything else. Not to mention the games would be just as if not more buggy.
But I would not want to get lost in there, I would never find my way out...