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Starfield Pre-Release Thread [GAME RELEASED, GO TO NEW THREAD]

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
13,367
Location
Eastern block
Idc how much DOS and Skyrim sold lol

they are literally filth
correct but skyrim with porn mods can be good filth while other one is just filth.

btw i have just read your guide how to enjoy rpg. "dont save often advice" is the most retarded thing ever especially in beth game where u can encounter unfixable bug any moment

well u have 2 choices,

1) git gud
2) dont play half-working industrial garbage
 

Trithne

Erudite
Joined
Dec 3, 2008
Messages
1,200
Idc how much DOS and Skyrim sold lol

they are literally filth
correct but skyrim with porn mods can be good filth while other one is just filth.

btw i have just read your guide how to enjoy rpg. "dont save often advice" is the most retarded thing ever especially in beth game where u can encounter unfixable bug any moment that will ruin your progress since last save file and its recipe to ruin fucking any game as it only forces u to repeat what already have been accomplished like a retard instead going to unsolved problem bit.

the reason console trash have checkpoint systems (and often dont even allow to save manually) is cause console devs know console plebyers are braindead and dont treat anything as problem solving so they consider reverting to already done task as acceptable way to prolong "game" time.

frankly how often person (dosnt) save is negro indicator; ppl who dont save every couple min and cycle saves to avoid getting fucked by corrupted save/bugged game do not exhibit forward thinking/any logistics capability which beth games (can be) based on; u come in preparred and its preparation that may take more time than execution of task itself.

ofc u may come unpreparred and disregard saving progress on purpose but thats not embracing emergent gameplay in my book, thats being a nigger in a video game.

in short;
"save scumming" is just going back in time to fix errors (yours or game) which is whole point/advantage of simulation u own/run vs reality. by remaining with errors u made and not fixing them u learn nothing and u should get no satisfaction from it (u should feel horrible if u had not clean that vault in sierra madre). the only issue is if u take advantage of information that u should not have after reverting in time as problem solving is not about knowing, its about predicting.

planning should be the key for satisfaction in rpg or any complex game system, spontaneity is good for children, vaginas and jungle bunnies.

"Savescumming is indicative of higher intellect and not savescumming is the behaviour of untermencshen" is a fucking spicy take, I'll give it that.

I'll counter: Savescumming is indicative of arrested development and an inability to accept failure, regardless of internal or external sources. Rather than being planning ahead, Savescumming is a failure to plan within the confines of the simulation, instead relying on being able to act outside of its confines arbitrarily. At which point you may as well godmode, since you will never actually encounter meaningful resistance that cannot be overcome through sheer brute force and having infinite chances.
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
13,367
Location
Eastern block
Idc how much DOS and Skyrim sold lol

they are literally filth
correct but skyrim with porn mods can be good filth while other one is just filth.

btw i have just read your guide how to enjoy rpg. "dont save often advice" is the most retarded thing ever especially in beth game where u can encounter unfixable bug any moment that will ruin your progress since last save file and its recipe to ruin fucking any game as it only forces u to repeat what already have been accomplished like a retard instead going to unsolved problem bit.

the reason console trash have checkpoint systems (and often dont even allow to save manually) is cause console devs know console plebyers are braindead and dont treat anything as problem solving so they consider reverting to already done task as acceptable way to prolong "game" time.

frankly how often person (dosnt) save is negro indicator; ppl who dont save every couple min and cycle saves to avoid getting fucked by corrupted save/bugged game do not exhibit forward thinking/any logistics capability which beth games (can be) based on; u come in preparred and its preparation that may take more time than execution of task itself.

ofc u may come unpreparred and disregard saving progress on purpose but thats not embracing emergent gameplay in my book, thats being a nigger in a video game.

in short;
"save scumming" is just going back in time to fix errors (yours or game) which is whole point/advantage of simulation u own/run vs reality. by remaining with errors u made and not fixing them u learn nothing and u should get no satisfaction from it (u should feel horrible if u had not clean that vault in sierra madre). the only issue is if u take advantage of information that u should not have after reverting in time as problem solving is not about knowing, its about predicting.

planning should be the key for satisfaction in rpg or any complex game system, spontaneity is good for children, vaginas and jungle bunnies.

"Savescumming is indicative of higher intellect and not savescumming is the behaviour of untermencshen" is a fucking spicy take, I'll give it that.

I'll counter: Savescumming is indicative of arrested development and an inability to accept failure, regardless of internal or external sources. Rather than being planning ahead, Savescumming is a failure to plan within the confines of the simulation, instead relying on being able to act outside of its confines arbitrarily. At which point you may as well godmode, since you will never actually encounter meaningful resistance that cannot be overcome through sheer brute force and having infinite chances.

as long as u are savescumming, you will never relax and just enjoy the game
 

Silverfish

Arbiter
Joined
Dec 4, 2019
Messages
3,240
'Negro indicator'? What the fuck?

Me irl (in real life) avoiding the negro indicator.

oceans12-laser-dance-scene.gif
 

Red7

Prospernaut
Dumbfuck
Joined
Jun 20, 2022
Messages
79
Idc how much DOS and Skyrim sold lol

they are literally filth
correct but skyrim with porn mods can be good filth while other one is just filth.

btw i have just read your guide how to enjoy rpg. "dont save often advice" is the most retarded thing ever especially in beth game where u can encounter unfixable bug any moment

well u have 2 choices,

1) git gud
2) dont play half-working industrial garbage
today my self discipline to save every 5 mintutes saved me hour+ as windows created 12 gig hibernation file on my sys partition making consequent save files corrupted due to insufficient space; only last 3 save files were fucked when this occured so i was able revert without much loss. this wasnt even bugthesda issue, that was windows.

i'd like to also add that games that tend work well and dont have any issues tend to be the primitive ones. its easy to make hammer without bugs; complex systems tend to be more fragile but can simulate/build complex machines which is the whole point of simulation.

im not saying the bugthesda quality control cant be better im saying it cant be on pair with simple/"less industrial" garbage out there.
 

Red7

Prospernaut
Dumbfuck
Joined
Jun 20, 2022
Messages
79
"Savescumming is indicative of higher intellect and not savescumming is the behaviour of untermencshen" is a fucking spicy take, I'll give it that.

I'll counter: Savescumming is indicative of arrested development and an inability to accept failure, regardless of internal or external sources. Rather than being planning ahead, Savescumming is a failure to plan within the confines of the simulation, instead relying on being able to act outside of its confines arbitrarily. At which point you may as well godmode, since you will never actually encounter meaningful resistance that cannot be overcome through sheer brute force and having infinite chances.

"accepting failure" attitude is cancer which lead humanity to gradual and persistent self destruction; generations had become made of legions of losers (boomers generation being biggest losers in history of species as they lost control over vaginas and bankers) that accepted horrible, almost irreverisble after time defeats like;
1)giving vagina property and voting rights that resulted in democrats/bidens (and idea that politican can be carrer), and hordes of soulless kuks that go at 5 am on walk with tiny wifes dogs.
2)giving deep state control over currency by fed that lead to infinite black budget for bio weapon labs in ukraine, china, taiwan and other shitholes, plus ofc extermination of middle class by inflation, outsourcing and cantillon effect.

"At which point you may as well godmode, since you will never actually encounter meaningful resistance that cannot be overcome through sheer brute force and having infinite chances."

i think that come froms same retarded place as idea that good game is designed in a way so u can always have chance to win/survive at any point.

no. u shouldnt have 0 chance to survive without proper preparation and no save scumming should save u
after mistake; if it does i would say game is too fucking easy and time to install that 20x dmg mutiplayer so fallout 4 plays more like operation flashpoint than cod.

for example if there is vertibird in air and it catches u with pants down in my game, aka without quad guided rocket launcher and without cover, u are dead under 2 seconds unless in power armor (then around 10 seconds). at this point u failed and no amount of chems, medpacks, stealth boys etc can do shit as u cant destroy target locked on u in under 2 seconds and u have to.

the point of save scumming is to so u can revert to point of your failure after u find out u have failed (in this case moving in open area without cover when u hear vertibird without heavy gear) and put yourself in unsolvable situation, which u will fucking make and should make (otherwise game too fucking easy and u dont learn anyhting)


"Failure to plan within the confines of the simulation"

if there is no failures there is (almost) no point in playing as u are not stress testing system. also save/load function is main advantage of simulation and it is in confines of simulation as long as time line is cohesive. as i said before game should be filled with dead ends and ability to solve any problem on the run (thats not planning btw thats negro improvisation blues) is sign of too low difficulty level or bad design that disincentives planning and preparation.
 

Red7

Prospernaut
Dumbfuck
Joined
Jun 20, 2022
Messages
79
the reason console trash have checkpoint systems
is to circumvent their limited data storing capabilities. it's a relic from ancient past.
thats naive to think so. it was like that perhaps in past but now they doing it because 2 reasons;
1)artifical bloating of game time that forces u to repeat parts of game
2)they know most console plays are too retarded to actually remember to save their game manually
 

Robotigan

Learned
Joined
Jan 18, 2022
Messages
397
the reason console trash have checkpoint systems
is to circumvent their limited data storing capabilities. it's a relic from ancient past.
thats naive to think so. it was like that perhaps in past but now they doing it because 2 reasons;
1)artifical bloating of game time that forces u to repeat parts of game
2)they know most console plays are too retarded to actually remember to save their game manually
Think about literally any other video game genre for a moment. One of the primary motivations for playing games is the thrill of overcoming a challenge. If you could quicksave whenever you wanted in Super Mario, the game wouldn't be testing your platforming skill but instead your willingness to endure the tedium of saving and reloading at every marginal increment of progress. If you're committed to the latter, you may as well play a tool-assisted run and optimize your playthrough down to the frame.
 

Red7

Prospernaut
Dumbfuck
Joined
Jun 20, 2022
Messages
79
the reason console trash have checkpoint systems
is to circumvent their limited data storing capabilities. it's a relic from ancient past.
thats naive to think so. it was like that perhaps in past but now they doing it because 2 reasons;
1)artifical bloating of game time that forces u to repeat parts of game
2)they know most console plays are too retarded to actually remember to save their game manually
Think about literally any other video game genre for a moment. One of the primary motivations for playing games is the thrill of overcoming a challenge. If you could quicksave whenever you wanted in Super Mario, the game wouldn't be testing your platforming skill but instead your willingness to endure the tedium of saving and reloading at every marginal increment of progress. If you're committed to the latter, you may as well play a tool-assisted run and optimize your playthrough down to the frame.

nah mario is tedious boring trash cause i have to repeat all the easy boring shit before i get to the part where i fucked up

its retarded and needlessly frustrating as u dont get anything by repeating non challenging part , altho u are more likely to fail as u become more frustrated by wasting time on boring shit and trying to rush faster to the bit u want making u fuck up even on easy shit which adds even more frustration.

that could be your idea of entertainment or challenge or good game design but its retarded.

u could argue its exciting to waste all that fucking time to get to hard bit and now u cant fuck it up cause u then have to repeat all boring shit and u get steamed up cause of it, but thats like negro crack gamer approach good for angry video game nerd jewtube vid and not the way to "git gud" in any sensible manner.

frustration and distraction by routine are not helping at pattern cognition, they dull it.

mario and most 2d/platformers (beside those pvp i guess, but 2d space limitation and lack of fog of war are issues there too) are very bad games/bad examples of using simulation in warfare as they are usually based on low level pattern memorization rather than advanced sandbox to model and deploy/test strategies. mario dosnt reward thinking, just memory and reflex.
 

Morblot

Aberrant Member | Star Trek V Apologist
Patron
Joined
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Messages
2,288
Location
Finland
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut
Re: the savescumming, I played some Blood yesterday and god damn I just can't imagine anyone getting anywhere in that game without quicksaving and quickloading like a bitch. :D

Still, I must agree that it does have a harmful impact on my playing; not before long I started to load the game just for taking damage, even if I still survived some firefight. It soon took all the excitement out of the game.

Maybe I'll have to unassign the quicksave and quickload keys the next time I play and only resort to loading if I actually get killed while giving it my best.
 

Robotigan

Learned
Joined
Jan 18, 2022
Messages
397
mario and most 2d/platformers (beside those pvp i guess, but 2d space limitation and lack of fog of war are issues there too) are very bad games/bad examples of using simulation in warfare as they are usually based on low level pattern memorization rather than advanced sandbox to model and deploy/test strategies. mario dosnt reward thinking, just memory and reflex.
I don't know if you've noticed, but a very old school genre of gaming called "sports" is highly dependent on one's motor reflexes as well as broader strategies. These "sports" are still well-designed games and fun to play even if your execution is poor. And this is coming from a 4th-year JV kid (which is American for "sucks at sports").
 
Joined
Feb 20, 2018
Messages
999
Now bonus, a truly hilarious part:
“I don’t know how [Bethesda] made [Skyrim]. It doesn’t make sense to me,” a former employee told Kotaku. “Like it had to have been like monkeys with a typewriter creating Shakespeare. I don’t know how things can be so chaotic and people are still able to do their jobs.”

There’s a story that some Bethesda developers believe: That it is special among big-budget studios. That its scrappiness can overcome any major creative challenge.


Funny, it's almost as if heard that one before...I wonder where? Oh, I know where:
Within the studio, there’s a term called “BioWare magic.” It’s a belief that no matter how rough a game’s production might be, things will always come together in the final months. The game will always coalesce. It happened on the Mass Effect trilogy, on Dragon Age: Origins, and on Inquisition. Veteran BioWare developers like to refer to production as a hockey stick—it’s flat for a while, and then it suddenly jolts upward. Even when a project feels like a complete disaster, there’s a belief that with enough hard work—and enough difficult crunch—it’ll all come together.
I think what we're seeing in the year of our lord 2022 is the realization that you can't delay the bad out of a badly managed game. Sometimes, you just fucked up. And the management in charge need to bite the bullet and learn to do better. Time won't brute force it. Expertise and skill is needed to solve complex problems.

As an example, me and a small team of around 20ish people are working on a game as we speak. I am not going to call myself the greatest admin or manager ever. But I've organized things in an elastic enough way to meet the majority of anticipated challenges and the schedule we have is flexible enough that any unanticipated challenges can be accounted for. I don't believe we'll just "muddle through" and it'll "all work out in the end" I have intentionally planned things to mitigate as much risk as possible and deal with anything that arises in a way where we know what to do instead of just shrugging our shoulders and hoping things work out. I'm not saying we'll be perfect and no problems will occur. Quite the opposite. The problems will occur but unlike every other big dev on the planet we can actually deal with them in an efficient manner.

Part of the problems big companies like Bethesda have is they are too big and the necessary bureaucracy of that slows things down. They think if you just throw money and manpower at a problem it will be fixed. Or if not fixed then those stupid consumers just won't notice. You do not need 500 employees to make a triple A game. You do not need 10 levels of hierarchy. You need 20 good and talented people who all know what they're doing and know enough about the other fields they aren't specialized in to communicate with each other. Managing twenty people through a crisis is easy when those twenty people know what they are doing and how to handle themselves. At worst. I have enough room in my budget to hire a few freelancers to deal with specific problems if they arise and my team can't fix it. Bethesda can't do that. The Art team don't talk to the programmers who don't talk to the designers and so on. It's ineffecient, wrong headed and the main cause for bloated development costs. And the people in charge are too scared of failure and too set in their ways to change things.
 

Robotigan

Learned
Joined
Jan 18, 2022
Messages
397
You do not need 500 employees to make a triple A game.
Considering what defines a AAA games is stuff like photorealistic graphics, you kind of do. Sure a crack team of skilled engineers can optimize an engine for displaying high fidelity assets, but you still need the raw manhours to create those assets.

Also I don't know how much I would take from that article. It seems to me that the journalist's sources are mostly external QA contractors and maybe a couple Austin devs.
 

Jarmaro

Liturgist
Joined
Dec 31, 2016
Messages
1,468
Location
Lair of Despair
Part of the problems big companies like Bethesda have is they are too big and the necessary bureaucracy of that slows things down. They think if you just throw money and manpower at a problem it will be fixed. Or if not fixed then those stupid consumers just won't notice. You do not need 500 employees to make a triple A game. You do not need 10 levels of hierarchy. You need 20 good and talented people who all know what they're doing and know enough about the other fields they aren't specialized in to communicate with each other. Managing twenty people through a crisis is easy when those twenty people know what they are doing and how to handle themselves. At worst. I have enough room in my budget to hire a few freelancers to deal with specific problems if they arise and my team can't fix it. Bethesda can't do that. The Art team don't talk to the programmers who don't talk to the designers and so on. It's ineffecient, wrong headed and the main cause for bloated development costs. And the people in charge are too scared of failure and too set in their ways to change things.
Isn't that what Bethesda is known for, though? As I recall, they have only around 200 people in the main team, Skyrim was made by 100. Bethesda is known for being one of the smallest game developing teams in the industry in AAA segment.
 
Joined
Feb 20, 2018
Messages
999
Part of the problems big companies like Bethesda have is they are too big and the necessary bureaucracy of that slows things down. They think if you just throw money and manpower at a problem it will be fixed. Or if not fixed then those stupid consumers just won't notice. You do not need 500 employees to make a triple A game. You do not need 10 levels of hierarchy. You need 20 good and talented people who all know what they're doing and know enough about the other fields they aren't specialized in to communicate with each other. Managing twenty people through a crisis is easy when those twenty people know what they are doing and how to handle themselves. At worst. I have enough room in my budget to hire a few freelancers to deal with specific problems if they arise and my team can't fix it. Bethesda can't do that. The Art team don't talk to the programmers who don't talk to the designers and so on. It's ineffecient, wrong headed and the main cause for bloated development costs. And the people in charge are too scared of failure and too set in their ways to change things.
Isn't that what Bethesda is known for, though? As I recall, they have only around 200 people in the main team, Skyrim was made by 100. Bethesda is known for being one of the smallest game developing teams in the industry in AAA segment.
Anything over 50 is still too big and uwieldy. The whole reason game dev companies have gotten the way they are is they think Manpower+Time=game no matter what. And that's not the case. 5 skilled devs will produce more effecient work than 100 interns. And be cheaper too. And they are still woefully mismanaged as seen by the state of their games. It's not just that "Creation Engine" is only 5 years off of being three decades old it's that no one is being managed effeciently due to high amounts of bureaucracy and miscommunication. Game devs make Triple A games bloated because they feel they have to. The game HAS to have THE BEST FIDELITY! And THE MOST DETAIL! And all these other justifications for spending 7 to 8 digits. It's all a fallacy.
You do not need 500 employees to make a triple A game.
Considering what defines a AAA games is stuff like photorealistic graphics, you kind of do. Sure a crack team of skilled engineers can optimize an engine for displaying high fidelity assets, but you still need the raw manhours to create those assets.

Also I don't know how much I would take from that article. It seems to me that the journalist's sources are mostly external QA contractors and maybe a couple Austin devs.
This is another Game Dev cargo cult misconception. You do not need every last floor tile to be a hyper realistic 4k texture. Especially with advances in machine learning, You can still make your game look amazing without worrying over every texture that will need to optimised anyway. I agree such texture art needs a large group of people but it is pointless work because most people aren't going to be looking at floor tiles when decent meshes and a nice texture that disguises irregularities will do. Especially as Bethesda's texture work is fucking dreadful anyway even with those extra people. You can still make a game look great on a much more managable budget. Especially if you're not as concerned with games looking hyper realistic. Lots of indie devs release great looking games with sharp detail and they didn't need 100 people working on meshes and textures.
 

Robotigan

Learned
Joined
Jan 18, 2022
Messages
397
You can still make a game look great on a much more managable budget. Especially if you're not as concerned with games looking hyper realistic.
I mean, I agree but expensive assets is pretty much what defines a AAA title. You can convincingly argue that indies are better games for their tighter focus but they definitely have to give up some of the pricy features that the big boys advertise. If you consider all that cruft to be feature bloat, more power to you. Better games for less.
 

Red7

Prospernaut
Dumbfuck
Joined
Jun 20, 2022
Messages
79
You can still make a game look great on a much more managable budget. Especially if you're not as concerned with games looking hyper realistic.
I mean, I agree but expensive assets is pretty much what defines a AAA title. You can convincingly argue that indies are better games for their tighter focus but they definitely have to give up some of the pricy features that the big boys advertise. If you consider all that cruft to be feature bloat, more power to you. Better games for less.
graphical realism (beside face anim mo caps)is cheap now and as procedural generation getting better it will get cheaper. what is not cheap and time/talent demanding is building intentional/meaningful structures and quests that ai cannot do. other thing is animations are hard/expensive just like voice acting. beth may release animation tool for modders but some things are not feasible without expensive mo cap.

the argument about management concerns art direction/design, core systems programming and quest building. u can outsource other things to hunders of ppl with little oversight if u got money and they dont need much communication or synergy. problems occur when those interns are vaginas and make backward gun models or square bore shotguns ejecting full .50 cal rifle cartriges cause they are so fat they dont even know from which end things shoot out from a dick not to mention gun.
 

Red7

Prospernaut
Dumbfuck
Joined
Jun 20, 2022
Messages
79
mario and most 2d/platformers (beside those pvp i guess, but 2d space limitation and lack of fog of war are issues there too) are very bad games/bad examples of using simulation in warfare as they are usually based on low level pattern memorization rather than advanced sandbox to model and deploy/test strategies. mario dosnt reward thinking, just memory and reflex.
I don't know if you've noticed, but a very old school genre of gaming called "sports" is highly dependent on one's motor reflexes as well as broader strategies. These "sports" are still well-designed games and fun to play even if your execution is poor. And this is coming from a 4th-year JV kid (which is American for "sucks at sports").

dunno about that but i despise anything sport related. not because sports are funded by jew banking cartel to distract plebs, but because they mutiliate/distort idea of war by absurd of its arbitrary restrictions and lack of application in real conflict where those restrictions are not enforced.

war is everything, its purpose of existence of every self directing/developed consciousness (i dont consider vagina developed consciousness ofc); u live to be better soldier and excel in all aspects of warfare and u do it firstly by not limiting yourself by any bs restriction (like morality/religions developed to make plebs non competetive) other than those that are immutable/external like laws of physics(and even those are more reactive than jew stream media wants u to believe).

peace (or something close to it) is only achived when all participants are masters at war as there is no easy prey left.

reflexes and basic patter cognition and like 0/negro level warfare where your opponents play 5th and 6th gen warfare (which btw includes time travel technology aka save scumming).
https://youtu.be/0p10G1m3ZfU
 
Last edited:

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,037
Location
Platypus Planet
Part of the problems big companies like Bethesda have is they are too big and the necessary bureaucracy of that slows things down. They think if you just throw money and manpower at a problem it will be fixed. Or if not fixed then those stupid consumers just won't notice. You do not need 500 employees to make a triple A game. You do not need 10 levels of hierarchy. You need 20 good and talented people who all know what they're doing and know enough about the other fields they aren't specialized in to communicate with each other. Managing twenty people through a crisis is easy when those twenty people know what they are doing and how to handle themselves. At worst. I have enough room in my budget to hire a few freelancers to deal with specific problems if they arise and my team can't fix it. Bethesda can't do that. The Art team don't talk to the programmers who don't talk to the designers and so on. It's ineffecient, wrong headed and the main cause for bloated development costs. And the people in charge are too scared of failure and too set in their ways to change things.
Isn't that what Bethesda is known for, though? As I recall, they have only around 200 people in the main team, Skyrim was made by 100. Bethesda is known for being one of the smallest game developing teams in the industry in AAA segment.
Their team could be on the smaller scale, but each AAA company bloats their already large teams with an army of contractors as well. While I'm sure that Bethesda does everything to cut corners, I don't doubt that they also use a lot of them.
 

Just Locus

Educated
Joined
Mar 11, 2022
Messages
275
Unless it releases in a state even worse than their previous games I feel like this is going to be their biggest game since Skyrim.
I honestly believe the entire reason behind the delay of Starfield is because they want to polish the game enough as to not anger the execs at microsoft and make them do to bethesda what they did to obisidian.

I would however think having a bunch of different planets will see a return of some more interesting looking locations.
Despite many of the locations in Oblivion, Fallout 3, Fallout 4, Skyrim, having a ton of copy-paste looking areas, they still had unique locations to explore, even if those locations inevitably end up becoming slashing/shooting galleries.
they were still there, and i highly doubt Starfield will be any different, Bethesda has clearly gained tons of money from doing what they do, and they haven't seen a single reason to stop, even those who hate their games eventually purchase it, whether it be on release, or two years from release, and that's my point. bethesda doesn't have some secret employee there who views each customer complaint individually and the reason being is that they've done the same game with the same design philosophy as before, and it always earned them a massive amount of money so in which case they see their method of developing video games to be perfectly fine. Despite the lots, lots of flaws many of the fans have highlighted about their games, and it's also not a coincidence how 90% of gameplay they highlighted in the trailer was shooting.
 

Late Bloomer

Scholar
Joined
Apr 7, 2022
Messages
2,956
Unless it releases in a state even worse than their previous games I feel like this is going to be their biggest game since Skyrim.
I honestly believe the entire reason behind the delay of Starfield is because they want to polish the game enough as to not anger the execs at microsoft and make them do to bethesda what they did to obisidian.

I would however think having a bunch of different planets will see a return of some more interesting looking locations.
Despite many of the locations in Oblivion, Fallout 3, Fallout 4, Skyrim, having a ton of copy-paste looking areas, they still had unique locations to explore, even if those locations inevitably end up becoming slashing/shooting galleries.
they were still there, and i highly doubt Starfield will be any different, Bethesda has clearly gained tons of money from doing what they do, and they haven't seen a single reason to stop, even those who hate their games eventually purchase it, whether it be on release, or two years from release, and that's my point. bethesda doesn't have some secret employee there who views each customer complaint individually and the reason being is that they've done the same game with the same design philosophy as before, and it always earned them a massive amount of money so in which case they see their method of developing video games to be perfectly fine. Despite the lots, lots of flaws many of the fans have highlighted about their games, and it's also not a coincidence how 90% of gameplay they highlighted in the trailer was shooting.


What areas from Fallout 4 and Skyrim are copy/pasted? Give me locations.
 

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