Get ready to embark on an epic journey when Starfield, the first new universe in 25 years from Bethesda Game Studios, launches on September 6, 2023. ---Visit...
:walking-dead: Don't believe his lies etc etc :walking-dead:
Bethesda is calling Starfield's engine Creation Engine 2, which implies that it's different enough from that of previous games to get a new version number at the very least.
Ya I legitimately don't know what Bethesda does with all its time and money. Skyrim was 12 years ago, how the hell have they not innovated in that time?
Dev studio scales are weird. Like NMS has a dozen or so people working on it, turning out regular updates that are a bit small but still impressive for so few people. Then there's Bungie, with its ~800 employees now turning out stuff that's kind of big but always feels half finished, or BHVR with its ~800 employees who turn out a single killer and 1-2 survivors every 3 months (although it has multiple studios and only one of them is working on DbD, DbD is its only particularly successful game).
Then there's CIG that I'm pretty sure has over 1,000 employees that turn out fuck all on an extremely slow timescale.
Not that weird when you consider all the different roles that are needed. Programmers, concept artists, technical artists, 3d environment artists, 3d character artists, riggers, animators, special effects artists, sound designers, voice actors, writers... and a whole lot more I'm probably forgetting.
Needed? Are you sure? Because tens of thousands of great games have been made without all these hyper-specific roles filled by different individuals who all need absurd scaffolds of management to try to keep them together on one task
Concept art used to be a thing artists did as just part of the process, now it's an entire full-time job? That you need multiple people doing on one project? Why?
For the level of graphical quality that is asked for in AAA games? Yes, absolutely. The higher the level of production, the more specialized and numerous the roles.
Because tens of thousands of great games have been made without all these hyper-specific roles filled by different individuals who all need absurd scaffolds of management to try to keep them together on one task
Great games, sure, but we're talking about AAA-quality games. Games that need incredibly high levels of artistic and technical skill to produce.
Concept art used to be a thing artists did as just part of the process, now it’s an entire full-time job? That you need multiple people doing on one project? Why?
Concept art is one of the jobs that is most necessary in a AAA production pipeline. Honestly, the only jobs that people should raise their eyebrows at in gaming are the purely managerial ones.
Some artists like doing concept art or just one specialized task so they got a role at a big team. Some want to do a bit of everything ( like the ones where I am) so they go to a smaller team
I don't mind the game looking bad and using a new iteration of the same engine means really good mods at some point (unless Beth try to fuck it up by being too greedy).
If they can fix up some of he jankier engine issues, I honestly don't need it to look like Crysis because that kind of ambition is part of what fucked over Star Citizen.
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Bethesda is calling Starfield's engine Creation Engine 2, which implies that it's different enough from that of previous games to get a new version number at the very least.
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Ya I legitimately don't know what Bethesda does with all its time and money. Skyrim was 12 years ago, how the hell have they not innovated in that time?
No idea how true this is anymore, but they did always keep a surprisingly small development team. I think Skyrim had about 100 people work on it?
modern video games were a mistake
Agreed, but that's still an incredibly small team for a game of that scale.
Dev studio scales are weird. Like NMS has a dozen or so people working on it, turning out regular updates that are a bit small but still impressive for so few people. Then there's Bungie, with its ~800 employees now turning out stuff that's kind of big but always feels half finished, or BHVR with its ~800 employees who turn out a single killer and 1-2 survivors every 3 months (although it has multiple studios and only one of them is working on DbD, DbD is its only particularly successful game).
Then there's CIG that I'm pretty sure has over 1,000 employees that turn out fuck all on an extremely slow timescale.
Tbf for killers they need to make deals to get licenses.
Still cant forgive the newest killer looking lkke your average 2000s female character design.
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Not that weird when you consider all the different roles that are needed. Programmers, concept artists, technical artists, 3d environment artists, 3d character artists, riggers, animators, special effects artists, sound designers, voice actors, writers... and a whole lot more I'm probably forgetting.
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Needed? Are you sure? Because tens of thousands of great games have been made without all these hyper-specific roles filled by different individuals who all need absurd scaffolds of management to try to keep them together on one task
Concept art used to be a thing artists did as just part of the process, now it's an entire full-time job? That you need multiple people doing on one project? Why?
For the level of graphical quality that is asked for in AAA games? Yes, absolutely. The higher the level of production, the more specialized and numerous the roles.
Great games, sure, but we're talking about AAA-quality games. Games that need incredibly high levels of artistic and technical skill to produce.
Concept art is one of the jobs that is most necessary in a AAA production pipeline. Honestly, the only jobs that people should raise their eyebrows at in gaming are the purely managerial ones.
games made by 200 people look like trash in 5 years, games made by 3 people look beautiful in 30 years. really makes you :thonk:
Some artists like doing concept art or just one specialized task so they got a role at a big team. Some want to do a bit of everything ( like the ones where I am) so they go to a smaller team
based on the promoted stuff I see when I launch steam, they've been dumping alot of time and money into Elder Scrolls Online.
That's a separate studio under the Zenimax umbrella.
As far as I know bethesda is basically hands off of ESO, they publish it but it's entirely a zenimax game.
I don't mind the game looking bad and using a new iteration of the same engine means really good mods at some point (unless Beth try to fuck it up by being too greedy).
If they can fix up some of he jankier engine issues, I honestly don't need it to look like Crysis because that kind of ambition is part of what fucked over Star Citizen.
they've spent 10+ years trying to monetize that stuff, I expect it to be fully ruined