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Cake day: June 1st, 2023

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  • Epic have come a long way from Epic MegaGames, and it isn’t always a fairytale story I suppose.

    Someone here on Lemmy highlighted that quite nicely when Valve dropped their Half Life documentary. Valve embraces their past. They cherish it. They still maintain their old games to honor their success.

    Epic on the other hand completely wiped old Unreal titles from the relevant stores and don’t give a fuck about supporting any of them. Which is a shame. Also I admire the tech behind of modern Unreal engines, so there are still geniuses at work who are likely passionate. Too bad they essentially only ride the Fortnite train outside their engine development.



  • aksdb@feddit.detoich_iel@feddit.deich 🫡iel
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    6 months ago

    Landwirtschaft und selbstständig? Sind das da nicht fast ausschließlich kleine bis große Betriebe? Von denen kenn ich’s dann wiederum, dass man sich dort die Überstunden anrechnen lässt und dann im Winter abbummelt.





  • I would consider Todd Howard to be part of development (since he directs the creative and narrative angle, from what I understand).

    He defended bad performance with “get better hardware”. He defended criticism of the content with “you play the game wrong”.

    Both are bullshit “excuses”. The first one was even debunked by modders who showed that there was potential for optimization. And modders are far more limited than engine devs. The game doesn’t look ugly, but there are far better looking games with more scene complexity out there that run better.

    And “you play it wrong” is bullshit because if enough people play it wrong to have an effect on the rating of the game, then the game is badly designed. Part of game design is making sure the game explains itself or subtly pulls players in the right direction. Either they failed with that, or there simply is no clear direction. But that’s not the players fault.







  • One problem is that they need to put a price tag and therefore a timeline on such a project. Due to the complexity and the many unknown unknowns in theses decades worth of accumulated technical debts, no one can properly estimate that. And so these projects never get off and typically die during planning/evaluation when both numbers (cost and time) climb higher and higher the longer people think about it.

    IMO a solution would be to do it iteratively with a small team and just finish whenever. Upside: you have people who know the system inside-out at hand all the time should something come up. Downside of course is that you have effectively no meaningful reporting on when this thing is finished.







  • I don’t blame the engine. There are other studios out there with custom engines that evolved over time. Also Creation Engine evolved a lot.

    That they work with many connected scenes instead of a continuous world also has advantages … it allows them to easily change the “world” between scenes by simply linking you “back” to a different scene (for example city under siege which before the dialog was not under siege). It’s how they work. They could do the same shit with Unreal if they wanted to and if they believe this kind of game design is the only feasible for their story telling, they would shove it into another engine as well.

    I also don’t think the game feels “old”. I do think it feels like it is conceptionally unfinished. They had many ideas and you can see a lot of different systems in the game (space fights, planets with different biomes, ship building, base building, and so on and so forth). Each of these systems in itself has some kind of concept, but all these systems together are missing a clear concept, IMO.

    From what I know, game dev typically works in modules that get thrown together. And this also seems to be the case here. However the “big picture” wasn’t refined or they realized that it needs a ton of small adjustments all over the place (conceptionally AND technically) to make sense of it and it looks like they were not able to deal with the complexity of that.

    As a result we have a game that is okayish. It tells some stories, and offers a lot of content, but it feels not nearly as stunning as it should have and it’s not on a single front ground breaking.