• Brkdncr@lemmy.world
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    13 小时前

    Just make a new game. This remaster bullshit is awful. You don’t even need to make a new game engine, just use the assets you have and make more stories. Call it a dlc and put the original game out there for $20 and the dlc for $50 and all you had to really invest in were story writers, a few expensive devs to make new assets, and a room of 1099s to help fix code issues.

    • chonglibloodsport@lemmy.world
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      3 小时前

      Remastering and remaking an existing game is much easier than making a new game that’s actually good. Why do you think so many AAA companies have become obsessed with remakes and remasters? They’ve lost the creative talent to be able to make brand new hit games. And they’re too risk-averse to even try!

      If you want new games that are actually good and innovative, your best bet is indie games. Indie games are more innovative and less risk-averse, operating on a sink-or-swim model (many separate indie game devs all competing).

    • sp3ctr4l@lemmy.dbzer0.com
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      11 小时前

      See there are a couple of problems with this plan.

      1] Emil Pagliarulo is complete self-sucking hack at this point, who quite literally could not write a coherent, engaging story, with characters that actually act and speak like human beings, in a world that is actually consistent and makes sense… if he tried.

      As evidence of this, please see anything he’s done in the last decade.

      So unless you’re gonna fire him and everyone he’s molded, no shot.

      He was also the design director of Fallout 76 and Starfield.

      Which are essentially perfect examples of both incompetent game design and execution of ssid design.

      Literally, he is the primary problem with Bethesda as a game developing company.

      2] The entire problem is that you, like the rest of AAA gaming, have the game dev prioritization backwards.

      You want the actual experts to fix and refactor the engine. Having contractors do all that for the last decade plus is why everything is broken now; bandaids upon bandaids produces code necrosis.

      Assets, on the other hand, are broadly much simpler, (presuming you habe templates and standards as determined by the engine), and there are way more people who can produce quality assets than there are people who can fix and refactor core engine code competently.

      The problem that now exists, not just with Bethesda, but many game dev studios, and engines… is that there have been so many things contracted out for so long that nobody, literally no one actually has both a broad and deep understanding… there aren’t any experts any more.

      Another great example of this is the attempt at the new engine for Halo Infinite. They just hired a bunch of contractors to overhaul the existing engine… almost none of them had ever used it before. They did their best, it was not enough, snd then they all got let go.

        • addie@feddit.uk
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          8 小时前

          It was quite prone to crashing-to-desktop and certain PC configurations had bizarre graphics issues, but I did play through it on hardcore in the week of release and had a great time with it. Just needed to quicksave a lot.

          The kind of bugs that it did not have a lot of were quest bugs. Bethesda’s own games are ‘wide but shallow’, and very few quests in the world seem to interlink with each other, but despite that, they’re very easy to break accidentally, or cannot be completed due to flag issues. Oblivion managed to wrangle up a complex plot with tonnes of interrelated parts, and it mostly just worked.

          What F:NV could have been if it had been made in a good engine… Most of the times where it got dinged in review scores were for bugginess and instability. Trying to build a castle upon sand; there’s only so much you can do before all the cracks appear.