Daggerfall in SPAAACE - Starfield

So the most important question is probably:

Is this using another horribly mutated hatchetjob of the Creation Engine again? Because if it does it's automatically bad, it was bursting at the seams already with Fallout 4 and there's no room for more.
 
So the most important question is probably:

Is this using another horribly mutated hatchetjob of the Creation Engine again? Because if it does it's automatically bad, it was bursting at the seams already with Fallout 4 and there's no room for more.
It is using a further iteration of NetImmerse, yes. Which doesn't make it automatically bad, gradual engine change is a perfectly normal thing.
 
Oh god, RIP then.

The engine can't handle many NPCs or large scale at all, does FPS terribly, and has overall bad performance.
I get that Bethesda took the remaining good-will they had left from Skyrim and aggressively set it on fire over the F76 fiasco, but there's a difference between being skeptical and assuming that Bethesda are going to fuck up something as core to the game as 'the engine won't be able to handle the number of NPCs'.

Like, this isn't Bethesda's first rodeo making a single player open-world RPG y'know? It's worth remembering that this is still the same company that made Skyrim and Morrowind - games which still hold up 10 and 20 years later respectively. They're good at this open world RPG shit.

Now where I'm worried about the engine not being up to spec is stuff like starship dogfights - because they've never done that stuff before and making vehicles feel good is hard (BioWare had to go get help from the Need for Speed folks for Mass Effect 3, for example). It'll be a real shame if the ships handle like dogshit but it probably won't be gamebreaking. Just a crying shame.

And again, it's probably going to be gamebreakingly buggy at launch. Because this is Bethesda. But the great thing about digital distribution is I can just wait a few weeks for them to fix the game (which they will) before I play it.
 
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Oh god, RIP then.

The engine can't handle many NPCs or large scale at all, does FPS terribly, and has overall bad performance.
This is not meant as a gotcha or anything, but which engine (or game) actually supports mass persistent NPCs, where each has their own daily routine? I'm not a game dev, but I expect that persistent NPC with unique routines (i.e everyone has their "home" and job and a place to go afterwards etc.) are a lot harder to do and a lot more resource intensive than, for example, masses of NPCs that despawn when you look away. I'd expect that everything (if we ignore the bugs that they aren't fixing, because that wouldn't change with a different engine either) is a game of trade offs. If the devs want the players to be able to follow each NPC around their daily routine, put a hundred sweetrolls next to their bed and have them still their when they come back a year later (which they clearly want since you can), it will put restrictions on how large scale they can go. Of course, that's ignoring that cities and world spaces have gotten bigger with each release.

I'm not blind to Bethesda faults, but I do find the constant harping about the engine rather annoying. It often either ignores the advancement they've made with each game just because they've built on their existing engine. Or blames the engine for things that's clearly Bethesda's fault, since Modders keep fixing the problems. Both proving that it wasn't the engine and that changing the engine wouldn't help since it'd still be Bethesda doing the programming. (And ignoring hat they would have to learn how to use a different engine and program the features they want for it, making it certain that releases would take even longer).
I mean, is it funny that Fallout 4 has "Magic Effects" in the engine? Sure, but since the weapon and armor effects it has are basically magic anyway, changing the name would be a pretty unnecessary work and would probably cause new bugs.
 
Bethesda's engine is good because of how open they make it and how far modders can push it
 
This is not meant as a gotcha or anything, but which engine (or game) actually supports mass persistent NPCs, where each has their own daily routine? I'm not a game dev, but I expect that persistent NPC with unique routines (i.e everyone has their "home" and job and a place to go afterwards etc.) are a lot harder to do and a lot more resource intensive than, for example, masses of NPCs that despawn when you look away. I'd expect that everything (if we ignore the bugs that they aren't fixing, because that wouldn't change with a different engine either) is a game of trade offs. If the devs want the players to be able to follow each NPC around their daily routine, put a hundred sweetrolls next to their bed and have them still their when they come back a year later (which they clearly want since you can), it will put restrictions on how large scale they can go. Of course, that's ignoring that cities and world spaces have gotten bigger with each release.

I'm not blind to Bethesda faults, but I do find the constant harping about the engine rather annoying. It often either ignores the advancement they've made with each game just because they've built on their existing engine. Or blames the engine for things that's clearly Bethesda's fault, since Modders keep fixing the problems. Both proving that it wasn't the engine and that changing the engine wouldn't help since it'd still be Bethesda doing the programming. (And ignoring hat they would have to learn how to use a different engine and program the features they want for it, making it certain that releases would take even longer).
I mean, is it funny that Fallout 4 has "Magic Effects" in the engine? Sure, but since the weapon and armor effects it has are basically magic anyway, changing the name would be a pretty unnecessary work and would probably cause new bugs.

The Gothic and Risen games have done this (NPCs with their own distinct behavours that change depending on the time) for more than two decades... and a lot of modern games do it too (though modern games would of course not keep them rendered if outside render range...).

And I am really sceptical about your claim about a new engine slowing development down considering that Bethesda development cycles are already on the slower side of things. So clearly reusing the old code is not providing them with a notable speed boost.
 
I get that Bethesda took the remaining good-will they had left from Skyrim and aggressively set it on fire over the F76 fiasco, but there's a difference between being skeptical and assuming that Bethesda are going to fuck up something as core to the game as 'the engine won't be able to handle the number of NPCs'.

I've never played 76 and am not even thinking about it.


Fallout 4 as it was was already stuck polishing the turd that is Fallout 3's engine. There's just nothing left to get out of it now. The fundamental design is just bad, in ways that can't be modded away.
 
The Gothic and Risen games have done this (NPCs with their own distinct behavours that change depending on the time) for more than two decades... and a lot of modern games do it too
I mean:

1) One of the most consistent complaints I've been made aware about about the Piranha Bytes games from long term fans is that even their newest titles like ELEX still have issues that were around from the Gothic and Risen days in a manner that's very "hey I've seen this one before" for Bethesda fans. :V (It will take me a bit to find the internet thread and article that informed me of this though.)

2) So like, one of the more illuminating things I've learned about how game engines aren't as simple, for instance, is how Unreal Engine 5 is introducing the ability to partition an open world map into cells so it can still keep relevant data in the background without loading everything required.


View: https://twitter.com/jesawyer/status/1397599989476429824

Now there's obviously the point Sawyer makes here, but if you check the comments, you'll see developers from other companies like Ubisoft or Guerilla Games also be surprised Unreal's just getting that when it's something they've had in their games for a while now since it's...just something you need if you want to do anything that resembles the kind of persistence you can get in the games we're talking about.

Like as far as I'm aware games that actually act like Bethesda games in even a simpler way are very rare to be using the standardized game engines because they generally require stuff that just isn't very common (and thus isn't supported out of the box), and "just modify Unreal/Unity/whatever to have it" is easy to say but not easy to do. Even games that do so like the Outer Worlds generally make some sort of major compromise by comparison.
 
The Gothic and Risen games have done this (NPCs with their own distinct behavours that change depending on the time) for more than two decades... and a lot of modern games do it too (though modern games would of course not keep them rendered if outside render range...).

And I am really sceptical about your claim about a new engine slowing development down considering that Bethesda development cycles are already on the slower side of things. So clearly reusing the old code is not providing them with a notable speed boost.
It's been a long while since I last played a PB game, well for more than a couple of minutes. I'm not sure why, but I kinda bounced out of ELEX within the first couple of minutes. So I might be remembering it wrong, but while they had that behavior, I don't think they had a lot more NPCs though, at least in G3 and Risen1. Though I could be wrong, it's been over 5 years since I played G3.

That's fair. It could be that they need so much time because they want features that could've been implemented easily in another engine but takes years to do in Creation. Though to he honest, I'd expect them to blow up the dev time through feature creep anyway.
 
So we'll just...keep waiting, yeah?
www.polygon.com

Starfield delayed to September, with a ‘Starfield Direct’ coming in June

Bethesda needs a bit more time for those 1,000 planets
Bethesda Softworks announced a new launch date for upcoming sci-fi RPG Starfield, a massive galaxy-spanning game that builds off The Elder Scrolls' gameplay and structure. Starfield was originally announced in 2018 and set for a Nov. 11, 2022 launch. That date was later pushed back into the first half of 2023. The new release date for Starfield is Sept. 6.

...

There will be a Starfield Direct showcase revealing more information about the game on June 11, where players may learn more about the world, narrative, and characters they will encounter on their journey.
 
At least this is an early fall release, or even a late summer release depending on what calendrical definitions you use.
 
The delay is surprising, yet simultaneously not surprising. Which I suppose is true about the video game industry in general.

Easily overlooked: we have seen, without exaggeration, more of Starfield prior to its launch than the entirety of the Elder Scrolls franchise combined. One could potentially argue that "Well, it's bigger than all those games combined, so proportionally etc.," butthat only tells part of the story (also, Daggerfall is pretty darn big). We have seen more examples of in-game dialogue, exploration, and general combat gameplay. The game is under a microscope. I speculated with some others, "Considering this is the first Bethesda RPG console exclusive since Morrowind (and that had less to do with a publishing agreement and more to do with the fact that the game was never going to work on Gamecube or Playstation for a litany of technical reasons), I think Microsoft is not going to tolerate the 'classic' Bethesda launch." That is to say, what we stereotypically associate with a Bethesda singleplayer open world RPG experience, which is enchanting in scope and gameplay, widely successful, and bug patching and performance patching to be let for the next few years (and also a community effort). There's a reason this is a lasting meme within the Elder Scrolls playerbase. From the publisher's perspective, Xbox is a lot less lenient, and as this is a flagship release for a platform holder, there's no reason why it wouldn't be treated as on; there's not a huge list of them, but for that reason, platform exclusives--actual ones, not just games which happen to be launched on Game Pass but are otherwise multiplatform releases--have actually been remarkably consistent in launching with excellent performance, and a minimum of gameplay bugs, on Xbox consoles across two generations for several years now (most recently with Hi-Fi Rush, which is only 9th generation, and runs brilliantly); the last exception I remember was Ori and the Will of the Wisp, and frankly, while that had some poor framerate timing and occasional performance dips, was bug-free and more than an acceptable (there hasn't been a Deadly Premonition 2-type situation); that's kind of Microsoft's hard rule for what exclusives they do have. Flight Simulator on Xbox (which launched almost a year after PC) is a technical marvel.

I think it's contributing to, among other things, an order from up on high "No, you're not just going to launch this and let the community deal-with-it, Elder Scrolls style." A launch day presence on Game Pass for PC and Xbox also alters the calculus behind delay. DF's own appraisal of the gameplay we've seen noted that, while being technically conservative in some ways (again, consider the standards set by UE), was already substantially more polished and consistent in framerate than Fallout 4 or Skyrim when they actually did launch. And there's the old mantra, "A good game launched late, etc."

'Course, that doesn't mean it might not end up being buggy in some unseen way. Or for that matter, that any given person will like it. Bethesda's (overwhelmingly) single player RPGs have been very successful (with Skyrim easily one of the best-selling RPGs in history, why else do people keep buying it over and over again?), it's not exactly grasping at straws to think that this, as technically a new RPG franchise from one of the most successful developers of such, will probably do very, very well even as a flawed product, but that doesn't translate to liking it (Spiderman from 2018 is a brilliant, very polished game; I don't like playing it at all, but I can still see that).

Well, it's all complicated inside-business speculation anyway. I can see in a different context, where a less-financially-sound Bethesda (as they were for many years even after Skyrim, in that weird way corporations who put out popular products still are) would be a lot more inclined with the approach that has generally served them pretty well since at least Oblivion (get the game on as many platforms as possible, as swiftly as possible, and deal with the fallout since then). Or maybe the experience of Fallout '76 chastised them (I'm not a huge fan of ESO, but I will say it's been largely free of bugs in the vast majority of time I've experienced it). Who knows?
 
Other thing is that Starfield is supposed to run on entirely new version of their engine. Considering how many idiots still think that "Fallout 4 runs on same engine as Oblivion", they might want to make sure that they can truly showcase new engine capabilities to make clear break to Creation Engine.

And part of that process is killing some very long term bugs
 
I'll believe its a new engine when I can't just use the exact same console commands I've been using for decades
 
I'll believe its a new engine when I can't just use the exact same console commands I've been using for decades

You... do know that is not how game engine development works? You are never going to make old stuff just go away and start entirely from scratch, right?

I mean, by this definition, Doom (1993) and DOOM (2016) run on the same engine.
 
Not to mention nothing would be stopping them from reusing console commands; that just reflects the operating language they want the console to use.

There are console commands in The Sims 4 (2014) that are the same as The Sims 1 (2000). That doesn't mean they're in the same engine.
 
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And if nothing else, there is an iterative Ship of Theseus element to it: Starfield's Creation Engine version may well turn out share a lot with Fallout 4's, which in turn shared a lot with Skyrim's Creation Engine (SE does have basically the same engine as Fallout 4, but that's a special case given SE's origins), which in turn shared a lot with Fallout 3's Gamebryo, which in turn shared a lot with Oblivion's Gamebryo, which in turn shared a lot with Morrowind's NetImmerse - but with each step bringing its changes, Fallout 4's engine was still a considerably different thing to Fallout 3's. We don't say Half-Life 2 ran on the Quake engine, after all.
 
And part of that process is killing some very long term bugs
I'll believe in Bethesda actually squashing bugs when I fucking see it in action. :V

This is the company that sold us the same game, like ten times, with the same bugs, many years after the community themselves made patches to unfuck the hot mess that Bethesda left lying around.
 
I'll believe in Bethesda actually squashing bugs when I fucking see it in action. :V

This is the company that sold us the same game, like ten times, with the same bugs, many years after the community themselves made patches to unfuck the hot mess that Bethesda left lying around.

Warning: This is a general information post based on the long-term franchise, and thus, is probably not particularly interesting; skip to the last paragraph if so.

It's funny, but that's categorially false--you can consult both the UESP wiki and the change log for Skyrim Unofficial Patches (and relevant community pages) on Nexus and see literal lists of existing community bug fixes that are obsolete--or even worse, harmful--because the actual game framework beneath them was altered. This is still happening as late as the AE release, which was patching new content (except at this point, considering Skyrim hasn't actually had that much content added that we've long since crossed the tipping point where AE is more responsible for breaking unsupported, unofficial mod content than actually fixing anything obvious, though if you didn't play the game modded, you'd never know that).

Don't get me wrong, it's a good line--I'm very familiar with it, considering I played Morrowind on the original Xbox and was on the ground floor of Oblivion modding before Nexus was implemented, much less Vortex (which I don't even use anyway personally). But the problem is, it assumes literally millions of people haven't played Skyrim on home consoles across two hardware generations (never mind the rest of the franchise) prior to the relatively recent development of Xbox One consoles featuring mod support (and even then, the Community Patch efforts aren't actually compatible wholesale with console), then Playstation supporting it, than not supporting it, and then whatever their policy happens to be is this week.

It's funnier to assume Bethesda has no interest in bug fixing, no doubt, but it's not actually born in reality. This is not the same as "they don't release buggy games" which is relevant to Starfield; in fact, it actually requires that they do release games with some bugs, otherwise there wouldn't be anything to be done in the first place. And the exacting tracking required in the mod community (and the UESP wiki) is irrefutable evidence of it. Are there still bugs that exist? Absolutely, except at this point, many of them are not things the same average user would actually consider "part" of the original Skyrim--for example, free DLC home content that comes with improper altitudes, causing it to be "sunken" into the terrain (and for further irony, this "official" free DLC content was an adopted mod itself). Whoops!

As noted, it's entirely possible that Starfield will still have a plethora of bugs; in fact, if we consider the scope of the game, we can theorize (without any proof, obviously, so not in a scientific way) that considering Starfield had 250,000 lines of dialogue in October of last year (compared to 111,000 total in Fallout 4, and some 60,000 in Skyrim), it will be a game multiple times the size its immediate predecessors, and potentially feature multiple times that many bugs. Not the craziest theory ever presented, but it could turn out incorrect in either direction.

But yes, "LOL Bethesda patching bugs, I'll see it when I believe it," while a good (well, I guess that's a matter of opinion) stinger, isn't actually born in reality. Either it's demonstratably incorrect, or the observer doesn't actually experience the content in the first place, and it's just incorrect through ignorance. The relevant "problem" is more the opposite--Bethesda fixes bugs, which because they open the game to modding (in fact, they know full well that it adds considerable value to the game among their audience, even if a clear minority only engage in the practice), are potentially the cause of unanticipated glitches and new bugs (on the macro level, every time there's a major release update, thereby breaking the Script Extender, itself a mod framework). Bugs on console (without mods, or for that matter on PC without mods) are identified, sometimes fixed (actually they're very thorough if you consult the changes logged in UESP, but considering they've been doing it for more than a decade you would think so), but then with the addition of more content, resurfaced in other ways (techncially not the same bug, but as far as the player is concerned, obviously a bug), and thus must be addressed again. And suddenly the last ten years isn't so surprising.

Modding is a wildcard. I literally don't play Bethesda's RPGs without modding them (the Fallout setting is, forgive me, so boring and ugly), but even I know that they can't exercise any responsibility in that area; the best we can hope they do is weigh their own content patching (the majority audience) against what it will mean for the modding community (the minority audience, but with much higher enthusiasm). I'm deliberately disabled AE updates because I use a First-Person Perspective mod that was replacing one abandoned years ago, and the creator hasn't actually updated it (who knows if they will; we had the same issue with DAR.dll). How has this effecting Bethesda? Can you name another major developer and studio who actively communicate with a single mod creator to try and give them warning before a patch hits? Because that's what Bethesda has done for (at least) the last two major Skyrim updates, with SKSE, because their updates inevitably break it. There's a reason why people in my use case actively disable updates--but that's simultaneously making the decision, "No, I don't want to actually use Bethesda's own bug fixes--produced with their own labor, as a far-profit enterprise--because of x."

Everyone else? No, they get bug fixes. Though clearly, there are a lot of bugs, otherwise Bethesda wouldn't have this longstanding reputation in the first place. But "Hah, Bethesda fixing bugs? When would they ever?" isn't different than claiming Cyberpunk 2077 or The Witcher 3 (two in fact quite buggy games on release, despite the fact that the collective memory has been inclined to give it a pass), and then were just left as they were, and not in fact radically overhauled to the point of being very different experiences for many users afterwards. Considering I waited almost 2 years to play Cyberpunk 2077, that would be a very different reality to a latecomer like me.

So, that's the actual, potentially useful general information--which is the only thing we can use to extrapolate a possibly useful prediction of Starfield based on some evidence (as oppose to a full unuseful prediction based not based evidence). Don't mistake me, I will still mock Hello Games for thinking they could release No Man's Sky, advertised as a multiplayer video game, without actual multiplayer gameplay involving more than one player, with the apparent reasoning, "Well, this video game is really, really big, maybe no one will realize two players can never actually interact at any point because they don't exist in the same universe, at least until we change this," only to find out 1) actually their game isn't that big and 2) two or more players will immediately find the same space in said universe, and find they don't exist in one another's space. That's not actually a glitch, so much as the software working exactly as intended and the developer simply being caught in a hilarious (well, in my opinion) and immediately disprovable falsehood. It'd be the equivalent of Bethesda putting Skyrim to market in 2011, advertising "Oh, and there's VR," and hoping because so few people own VR headsets in the overall audience, no one would notice it wasn't actually there.

However, it's not actually that useful to anyone playing No Man's Sky today, because no one would actually play that Playstation 4/PC release software. At least, I hope they wouldn't, because (even putting aside its own bugs) it kind of sucks and is vastly inferior to the product of multiple years of fixing and content expansion from Hello Games.

ASDX (and others) could mean it satirically ( :V ) or were acting out of ignorance, because in the end of the day, these are video games and not everyone actually plays video games, but this is the actual situation. How buggy will Starfield be at launch? It's remains hard to say, because we've seen evidence of entirely new gameplay interfaces being implemented (for example, interplanetary travel) alongside conventional ones (first-person combat); that is prime real estate for an entirely new category of fixes. As I noted, this is far and away a "bigger" game than the last three Elder Scrolls and last three Fallout titles combined (maybe not Daggerfall); there is a lot of room for bugs potentially.

Bethesda never fixes bugs? No, not today anymore than "No Man's Sky has no multiplayer, and Final Fantasy XIV is unplayable trash!" They have a long, painful history of fixing bugs, fixing fixes of bugs, and fixing fixes of fixes of bugs, and being ignorant of it doesn't actually change that. If a player isn't aware of that, playing Skyrim on console (where bugs still do exist, and even if they didn't, Youtubers would be finding new ones by generating tens of thousands of wheels of cheese and raining them from the sky), it's just because they don't know how buggy the games used to be by comparison (which I suppose is complimentary of Bethesda's ability to fix bugs, and critical of their ability to release a game without said bugs in the first place). Will Starfield buckle that trend? Very hard to say.

EDIT: Also, how SV handles italics and emoji are still the bane of my existence.
 
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Warning: This is a general information post based on the long-term franchise, and thus, is probably not particularly interesting; skip to the last paragraph if so.

ASDX (and others) could mean it satirically ( :V ) or were acting out of ignorance, because in the end of the day, these are video games and not everyone actually plays video games, but this is the actual situation. How buggy will Starfield be at launch? It's remains hard to say,

EDIT: Also, how SV handles italics and emoji are still the bane of my existence.
You took my Shitposting much too seriously :V

My actual point is that Bethesda gets their games into a Mostly playable state, then uh...kind of just...stops trying. Like for example leaving in the same sort of bugs (Questlines breaking for no real reason, Items inexplicably exploding off of tables because of weird physics interactions, and more I'm too lazy to list.) through like, two, or three different releases of the same game. (The most significant of these bugs I've experienced was Serena in Skyrim Special Edition deciding to fuck off forever because the game never told her to spawn back during part of her questline. Requiring console commands to bring her back into reality.)

TLDR Bethesda gets a thing Mostly Playable. Then coasts on their laurels, and attempts to milk it to death.
 
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You took my Shitposting much too seriously :V

No, not really. As I noted, you may've been satirical, so I gave you the benefit of the doubt. Don't underestimate how much time I have on the weekends.:V

Open world games are buggy. I can even grant, from experience, Bethesda's (open world RPG) particularly so, but that's completely inseparable from them being famously ambitious within the genre; arguably, I don't think they do things that are specifically inventive, but they pursue--within their abilities--often unprecedented scale and scope. Unlike shitposting, that might actually be useful for considering what Starfield is trying to do (though who knows if they'll succeed, just look at what happened with Forespoken most recently; and bugs are only part of that game's problems).

The NMS example is, once again, useful (space exploration game to space exploration game); it is still entirely possible to originate on a planet in NMS where the starting game resources are so infrequently or distantly available, you will spend several times the developer's intended before you can reach the game's very deliberate "step two" of leaving said planet. Is that a bug? Probably not, because the developers deliberate set many planets to be resource droughts. It just sucks when it happens, and probability allows it to (though in their "defense", it used to be possible spawn on planets that completely lacked a critical resource to leave them, and thus, you had no choice but to restart said game--since multiplayer wasn't implemented yet). I've played Skyrim in Windows 7 where, because of a glitch, said character didn't absorb the first obligatory dragon soul, effectively ended the game there and then (in any meaningful way). That was also almost a decade ago, and I've never encountered anyone else who had that issue, and I was playing with mods.

Frankly, if I was a skeptic (well, more skeptical than I am, which is apparently pretty skeptical), I'd be more worried about deliberate design direction than bugs. Starfield doesn't NMS's time window to be "good" (or at least, "not a significant, misrepresentation lawsuit-triggering" disappointment), and if they have to do the FFXIV thing (that is, tread water for a while, kill it off and try again in the next console generation), Bethesda, and Xbox, will probably consider it a failure. I'd like to claim that at least we can be informative this way, but most people already know that Bethesda's patches their games, considering, you know, 30 million sales after a mere 5 years of patches. :lol:

Lot of pressure on Starfield's developers right now. Not on Skyrim, which--even with bugs like the one I described, let's say--was massively successful from day one, particularly on consoles, with zero modding community support (more than NMS at launch). I'm not going to take it for granted that Starfield is going to enjoy a level success like Skyrim, that will enable a Legend of Zelda-degree of coasting on their laurels with re-release after re-release after re-release after re-release. Like 2011, they actually have to put the game out first.
 
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Lot of pressure on Starfield's developers right now. Not on Skyrim, which--even with bugs like the one I described, let's say--was massively successful from day one, particularly on consoles, with zero modding community support (more than NMS at launch). I'm not going to take it for granted that Starfield is going to enjoy a level success like Skyrim, that will enable a Legend of Zelda-degree of coasting on their laurels with re-release after re-release after re-release after re-release. Like 2011, they actually have to put the game out first.
If we're lucky Bethesda learned a positive lesson from the flaming hot disaster that was 76. And, uh...make sure the game works at launch, and...at least has some sanity in it's game design.
 
To add to Bethesda fixing bugs... Fallout 76. That is a game that release, even by Bethesda admission, had everything that could go wrong go wrong.

Today, that game barely resembles its launch state and not only is stable, but also widely held as good example of what Bethesda can do on writing department when they want to.
 
To add to Bethesda fixing bugs... Fallout 76. That is a game that release, even by Bethesda admission, had everything that could go wrong go wrong.

Today, that game barely resembles its launch state and not only is stable, but also widely held as good example of what Bethesda can do on writing department when they want to.
Heck, Fallout 3, a game that was released in 2008, got a substantial patch that, I believe, included an engine update making it noticeable more stable, in October 2021. Of course, pushing an extensive patch 13 years after release and 12 years after the last update completely messed up the script extender. So now you have to choose between the latest update or playing with all mods, but I really can't be mad at a dev making their game more stable* for non-modders 13 years after the release.

While in general I would've liked it if I had already been able to play Starfield, after all, the longer it takes for Starfield to come out the longer it will take for TES6 to come, I'm pretty optimistic about the fact that they aren't rushing it out just to hit their release date. Because Starfield really has to be good after FO76 and to a lesser extent after FO4. Don't get me wrong, I've put hundreds of hours into FO4 and think it's a very good to great game, just not necessarily a very good to great Fallout / BGS game.

FO3, Oblivion, and Skyrim (I can't talk about Morrowind or earlier games, I started with Oblivion and bounced off Morrowind's combat system when I tried it years later) have a certain something, that I haven't gotten from other devs yet. And I really hope that Starfield will also have it, because being able to go back to a game 10 or 20 years after it's release** and still have the same fun, still be able to find something new, and still be able to create new stories is just magical.

*even if FO3 never was as hilariously unstable as FNV.
** and I mean "going back because I want to" here, not "going back because the sequel still hasn't been released". I really, really hope BGS manages to be quicker with their sequels in the future, because it's pretty ridiculous that TES6 will likely release close to 20 years after TES5 then 15...
 
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