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Why are Bethesda games more popular?


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#276
Fast Jimmy

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J. Reezy wrote...

Addai67 wrote...

Liamv2 wrote...

Just cause 2 did a good job with towns. Skyrim's towns felt so dead the biggest trade center had like 12 people.

Whiterun has 80 NPCs, including the Companions and those in the farms who do come in to the city.

The Imperial City in TES IV had about 200 NPCs, but it was loading screen- loading screen- loading screen- loading screen.  I'll take Skyrim's "empty" towns anyday, since we're always going to be limited by consoles.

Sounds like a cop out, and way too broad. * 



Well, I think it is true. Not in the way some may think, but I think it is true.

I'm not an expert in game engines, but from my understanding their function is to be the framework for telling the hardware of both PC and console how to execute the game. While everyone loves pointing at graphics and frame rates, basic RAM capacity is a huge driver in how the world itself can be designed. After all, how many PC-exclusive engines are there on the market?

As we enter into a new realm of where the "basement" is for how a game can be designed, it means we'll likely see the entire industry expand, regardless of platform. 

#277
slimgrin

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Addai67 wrote...

CrustyBot wrote...

waiting for shocked Skyrim fans to see that their "game" has turned into a porn engine

Like anyone cares how some basement dweller gets his wrist workout.

Mod support for the masses!


Hey! it's worked quite well for me.

*flexes*

#278
A Crusty Knight Of Colour

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lol why is my name being quoted there? i never said that

#279
Fast Jimmy

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Crusty Bot wrote...

I love to slaughter puppies in towns. I think doing so is a just cause.

Liamv2 wrote...

Just cause 2 did a good job with towns. Skyrim's towns felt so dead the biggest trade center had like 12 people.


In all honesty, it was more realistic to the Norse atmosphere that the Nords are based off of. There were no sprawling metropolises, or giant cities, not in medieval Norse history and not in that area of Tamriel. 

#280
Joy Divison

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Skyrim's towns not having many people is disappointing.

But that every NPC has a distinct personality is a trade off I'm willing to accept.

And that's why I think TES series is so popular. Before Lazengan ruined the thread, people mentioned the things Bethesda does well; it does them so well that many are willing to overlook the aspects of the game that aren't done so well.

I think most people not named Lazengan recognize that most people who really like Skyrim will admit it has flaws - and many of them - but the game really did nail key aspects that make it very appealing, fun to play, and is has a lot of depth provided players are willing to do investigative work rather than be told through a cut scene or something

Modifié par Joy Divison, 05 décembre 2013 - 03:35 .


#281
Mr.House

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Addai67 wrote...

J. Reezy wrote...
Sounds like a cop out, and way too broad. 

Cop out, eh. Load one of those big mods like Warzones and watch your frame rates plummet.  And that is on PC.

Of course, you could have a bunch of NPCs who just stand around as window dressing, aren't interactable and just stare straight ahead or pace mindlessly- like most games.

No, it's  because Bethesda engines suck.

#282
Guest_EntropicAngel_*

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Liamv2 wrote...

Just cause 2 did a good job with towns. Skyrim's towns felt so dead the biggest trade center had like 12 people.


Really? Just cause 2, in my opinion, has very poor towns because there's no interactivity. You can see a few dozen people roaming the streets, but none of the buildings are actually "real." They're just big boxes you can look at.

Skyrim's buildings *are* buildings. That person's house? you can go in and rob them. That store? You can walk in and get some item.

#283
Mr.House

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EntropicAngel wrote...

Liamv2 wrote...

Just cause 2 did a good job with towns. Skyrim's towns felt so dead the biggest trade center had like 12 people.


Really? Just cause 2, in my opinion, has very poor towns because there's no interactivity. You can see a few dozen people roaming the streets, but none of the buildings are actually "real." They're just big boxes you can look at.

Skyrim's buildings *are* buildings. That person's house? you can go in and rob them. That store? You can walk in and get some item.

Just because you can enter a house does not mean the place feels alive. When something is the capital or a trade hub and the place has very little people, with most doing nothing and the place feeling dead, you done messed up.

Modifié par Mr.House, 05 décembre 2013 - 03:45 .


#284
Guest_EntropicAngel_*

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Mr.House wrote...

Just because you can enter a house does not mean the place feels alive. When something is the capital or a trade hub and the place has very little people, with most doing nothing and the place feeling dead, you done messed up.


Don't get me wrong. i'm not saying Skyrim was good. But JC has no interactivity to it, which is a large part of making a place feel "alive."

#285
Addai

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Mr.House wrote...
No, it's  because Bethesda engines suck.

Are you seriously maintaining that console memory limitation has nothing to do with the number of NPCs that can be active in any one zone?  Seriously?

Modifié par Addai67, 05 décembre 2013 - 05:43 .


#286
slimgrin

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Mr.House wrote...

EntropicAngel wrote...

Liamv2 wrote...

Just cause 2 did a good job with towns. Skyrim's towns felt so dead the biggest trade center had like 12 people.


Really? Just cause 2, in my opinion, has very poor towns because there's no interactivity. You can see a few dozen people roaming the streets, but none of the buildings are actually "real." They're just big boxes you can look at.

Skyrim's buildings *are* buildings. That person's house? you can go in and rob them. That store? You can walk in and get some item.

Just because you can enter a house does not mean the place feels alive. When something is the capital or a trade hub and the place has very little people, with most doing nothing and the place feeling dead, you done messed up.


No, but it means there's a level of interactivity there, as opposed to looking at facades.

I feel it all depends on the engine and how well it scales. The Asscreed games have amazing activity and atmosphere with many NPC's buzzing around, even on console. Beth has been using gamebryo 2.0 forever now. They need to write a new game engine, and creation is not it. It still has severe limitations. 

Modifié par slimgrin, 05 décembre 2013 - 04:14 .


#287
Guest_EntropicAngel_*

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slimgrin wrote...

Mr.House wrote...

EntropicAngel wrote...

Liamv2 wrote...

Just cause 2 did a good job with towns. Skyrim's towns felt so dead the biggest trade center had like 12 people.


Really? Just cause 2, in my opinion, has very poor towns because there's no interactivity. You can see a few dozen people roaming the streets, but none of the buildings are actually "real." They're just big boxes you can look at.

Skyrim's buildings *are* buildings. That person's house? you can go in and rob them. That store? You can walk in and get some item.

Just because you can enter a house does not mean the place feels alive. When something is the capital or a trade hub and the place has very little people, with most doing nothing and the place feeling dead, you done messed up.


No, but it means there's a level of interactivity there, as opposed to looking at facades.

I feel it all depends on the engine and how well it scales. The Asscreed games have amazing activity and atmosphere with many NPC's buzzing around, even on console. Beth has been using gamebryo 2.0 forever now. They need to write a new game engine, and creation is not it. It still has severe limitations. 


Something else to consider is the scale.

Just Cause's scale is huge. My quintessential 30 minutes of the game was my jumping into a helicopter, flying up to the Mile-High Club, a blimp-based club, parachuting out onto it while the helicopter fell and exploded on the front deck, and then flying off of the thing on a jet plane. The scale is enormous.

AC and Skyrim have a lot more...realistic scale. Helps, in my opinion, with creating a world that feels more real and less like a toy/"sand"box.

#288
Br3admax

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CrustyBot wrote...

lol why is my name being quoted there? i never said that

i believe it was our resident game designer extraordinaire, only the wrong part became errased during the quote.. 

#289
Addai

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CrustyBot wrote...

lol why is my name being quoted there? i never said that

Lol, sorry, pyramid cleanup fail.

#290
Mr.House

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Addai67 wrote...

Mr.House wrote...
No, it's  because Bethesda engines suck.

Are you seriously maintaining that console memory limitation has nothing to do with the number of NPCs that can be active in any one zone?  Seriously?

Other sandbox games show more characters on screen along with other stuff going on with little issues when properly optimized, so yes this is a Bethesda issue. Bethesda needs to either learn to create a engine or just use a already exsisting engine that is stable and works.

#291
Lazengan

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new vegas master race

I still download waifus for NV tho

#292
Elhanan

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Found this apparent list of stats for Skyrim; seems quite entertaining in light of some opinions:

http://www.statistic...s-v-statistics/

#293
AventuroLegendary

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Lazengan wrote...

new vegas master race

I still download waifus for NV tho


I had a more intimate relationship with a toaster in NV than I did with my wife in vanilla Skyrim.

#294
Cassandra Saturn

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I still play it more often for exploration, experiencing the vast beauty of landscapes and seeing sunrises to sunsets. they are so unique experiences I get from the game. I even get to help a person in trouble.

#295
Liamv2

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The main problem with bethesda's towns is the shortage of NPC's. Yes you may be able to go in each building and rob them or buy from them but they usually have just have one or two people in them. When I am in the only store general store (in what is supposed to be the busiest place in skyrim) I assumed there would be more that the shop keep and assistant.

In assassins creed there is bustling crowds in Just cause 2 there is the military taking people off the street. They feel like a living breathing worlds with people going about their day.

#296
Joy Divison

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If one of the big problems with Bethesda's games is the lack of NPCs in towns, that probably answers the OP.

#297
bmwcrazy

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Lazengan wrote...

new vegas master race

I still download waifus for NV tho


You guys think waifu, I think cosplay for myself.

#298
Addai

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Mr.House wrote...
Other sandbox games show more characters on screen along with other stuff going on with little issues when properly optimized, so yes this is a Bethesda issue. Bethesda needs to either learn to create a engine or just use a already exsisting engine that is stable and works.

And are these NPCs all interactable, with schedules and independent actions and dialogue?

#299
Splinter Cell 108

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Mr.House wrote...

Other sandbox games show more characters on screen along with other stuff going on with little issues when properly optimized, so yes this is a Bethesda issue. Bethesda needs to either learn to create a engine or just use a already exsisting engine that is stable and works. 


Like what exactly? GTA V or something? If so, those NPCs are probably not even nearly as detailed as what exists in Skyrim, they probably do not utilize as many scripts and/or AI packages as Skyrim NPCs do. In fact if you observe Skyrim closely, you can see almost every NPC has their own AI package, scripts, triggers, etc. Most NPCs are unique, interactable and detailed, even if some of them only have a few lines. 

While I agree that they should get an engine change, Gamebryo is just too old, even if they make offshoots of it, changing engines might also cause complications, particularly for modding. I hate to say it but BioWare is right in this, licensing fees might end up being too expensive if they end up switching to CryEngine or Unreal. Thankfully, since Bethesda acquired Id, it seems they're going to be using an engine based on Id Tech 5 for Fallout 4 and hopefully everything else and as a bonus Id also made modding a possibility in RAGE so we can expect that to be a possibility in future Bethesda games. 

Nonetheless, the limitations that exist today, exist because of consoles not because of the engine. The engine was made towards consoles, the game already has about 10000 scripts embedded into itself and according to my experience and a bunch of other people, running too many scripts in Skyrim will kill the engine, regardless of what platform is being used. The engine was made that way because of consoles and I doubt using another engine would change anything, yes maybe it would make things stable, but even if they resorted to using CryEngine or Unreal, there's only so much they can do. The approach they use to make most NPCs unique is going to tax consoles regardless, I doubt any engine can expand the resources a console has available. It is already a 32 bit program and because of that we have to deal with a memory limit which was originally no more than 2GB until they patched it to 4GB but not really because the engine can't exceed more than 3.1GB RAM without crashing.

Consoles are the problem, its not the engine, had they developed the engine for PC and as a 64 bit application most of these issues would not exist, you'd have your more populated towns and probably other stuff. Take Civil War Overhaul for example, a mod which is a lot of cut content from the Civil War that never made into the final game because consoles couldn't handle the many scripts and other features that it has.

People can call it a cop-out or blame it on the engine but the fact is that consoles are also a big part of the reason why some stuff doesn't exist in Skyrim. If PCs were the main market, the engine would have been designed differently, the developers would have had access to better technology and resources but it wasn't. It surprises me to see that people blame the engine when it is known that this is not a problem unique to Skyrim, most games suffer from it in one way or another. Maybe Skyrim doesn't have enough NPCs but I can assure you that other games are also cutting corners in some way or another, take for example Hitman Absolution, in which areas begin to be sealed off as you move forward, a limitation that Skyrim doesn't have. I'd prefer to have a few detailed, interactable and interesting NPCs over sealing off dungeons, or having a mass of cardboard cutouts like DA2 had.  

We can expect that to change with Xbone and PS4 but not really, eventually it will lead up to the same stuff all over again when those consoles become obsolete and they're already inferior to midrange gaming PCs. 

Modifié par Splinter Cell 108, 05 décembre 2013 - 05:07 .


#300
FlyingSquirrel

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I can only speak to Fallout 3, really - I tried Oblivion and didn't really get into it, but I think that's more because sword-and-sorcery aren't really my thing. (I also never finished DA:O, and I think I enjoy the Witcher games in spite of their setting rather than because of it.)

That said, one thing that's different about Fallout 3 is that you can kind of make what you want of it. If you prefer a straightforward action-shooter game, you can just follow the main quest and not delve too deeply into all the sidequests, outlying settlements, and other quirks of the world. If you aren't that interested in the main story, there's plenty of other stuff to do as well.

And you certainly *can* approach it from a character-shaping perspective. For example, in my (sort-of-indefinitely-ongoing) current playthrough, I decided to have my Lone Wanderer be an idealistic "Paragon" type but also scared and confused upon first entering the Wasteland. I mostly ran away from enemies at first, for example, and never actually fired back at a raider or Talon Company merc for a long time, waiting until my hand was forced in a situation where I couldn't escape. I approach it from a general perspective of wanting to improve the standard of living in the Wasteland, with finding Dad and fixing the purifier an important part of that but not the only part. Meanwhile, I invested heavily in the traits and perks that allow me to talk my way out of dangerous situations when possible, and I still only use force in self-defense if somebody starts attacking me first.

(One thing I would like the FO games to do differently is not to mark enemies as hostile before they even see you. Realistically, if I'm up on a hill and see some random person walking around in the distance, I'd have no idea how s/he would react if approached.)

The game isn't written in a way that requires you to think about any of this, but it doesn't prevent it either as long as you don't mind doing some of the "creating" yourself. Mass Effect sort of forces you to think a little bit about who your Shepard is and why, unless you just pick dialogue choices at random and/or spacebar your way through all the cutscenes to get back to the action.