this post was submitted on 10 Feb 2024
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[–] [email protected] 87 points 9 months ago* (last edited 9 months ago) (7 children)

I love Bethesda, but putting TES6 on the back burner to make Starfield for eight years was an idiotic decision. They also took the wrong lesson from Skyrim, believing that streamlining the game through stripping of features was the reason for its success. They've done this same with each successive game since, and each has been more poorly received than the last. Go back to your roots and make a good, deep Elder Scrolls game. Continue to leave the shitty +5 modifier leveling system out, but at the very least restore attributes and birthsigns. Restore spellmaking. STOP FUCKING IT UP. You're on your last strike here and I don't have a lot of faith that you're going to make the right call.

[–] [email protected] 42 points 9 months ago (3 children)

Hard disagree that taking the chance on a new IP was a bad call. It didn't work out, but more of the same thing forever would be worse.

[–] [email protected] 11 points 9 months ago (1 children)

New IP would have been fine if they didn't drag Gamebryo's corpse into it, as well as the worst part of Fallout 4's perks, "+5% pistol damage at night" and adding requirements onto those like it made them special. Almost every RPG part of this game is bland and uninteresting and it's so fucking unfortunate. Star Citizen might be taking a dozen years to complete but at least they're using Unreal Engine and actually adding some fucking depth to their shit.

[–] [email protected] 3 points 9 months ago (1 children)

Did Star Citizen change engine? I thought they used a modified CryEngine. Just checked, they now use Lumberyard, which is based on CryEngine.

[–] [email protected] 1 points 9 months ago (1 children)

Wait, really? I would have bet real money on it being UE4. Whelp, my mistake.

[–] [email protected] 1 points 9 months ago (1 children)

I'm pretty sure UE4 wasn't even close to being released when Star Citizen started, and changing engine is a good way of wasting a lot of time.

[–] [email protected] 2 points 9 months ago

UE4 released in 2014 and Star Citizen started releasing modules in 2013, so pretty close actually.

[–] [email protected] 1 points 9 months ago

If they wanted to create something fresh then sure, but the end result was the same game they've released multiple times, except this time it's with a new coat of paint.

They could've spent that time adding to an existing IP instead of creating a new IP to make the same thing again.

[–] [email protected] 0 points 9 months ago

Yeah, also imagine waiting this long for the next elder scrolls and it was this quality. Now they have one more chance to get things right and apparently they needed it.

[–] [email protected] 18 points 9 months ago (1 children)

I don't even know, if I would normally truly agree that simplification isn't at least aiding their mass appeal, but Starfield did get absolutely stumped by a traditionally complex RPG (Baldur's Gate 3)...

[–] [email protected] 10 points 9 months ago* (last edited 9 months ago) (2 children)

I think the sweet spot is finding a way to make tradition mechanics a bit more casual friendly without removing them outright. I don't think Morrowind or Oblivion's attribute and skill system was difficult to grasp, but the leveling system was pretty bad. You either played the way you wanted to, using the skills you believed your character should be using, and received low modifiers as a result, or you meticulously selected and planned out major/minor skills that weren't reflective of your actual playstle, just so you wouldn't blow your chance at earning +5 modifiers.

You couldn't just comfortably advance to the next level. You had this paranoia that it would be a weak and wasted level-up because you didn't spend enough time jumping or something. It poisoned the gameplay with this annoying meta that was purely about exploiting the leveling mechanics so you wouldn't be at a huge disadvantage. They remedied this in Skyrim, but at the cost of making all characters feel generic. The heart was taken out of your character and who they were. You no longer had a class identity. Everything was just kind of same-ey.

If they could at least restore attribute points so I could give my character a deeper identity and allow more dialogue checks related to said attributes so these identities mattered, we'd be heading in the right direction. They don't have to be so impactful that casual players are put off by them, but c'mon, man.. I want to feel like there's a deeper system at work here. I want to measure my character in more ways than "Good with sword" and "Good with heavy armor".

Did I mention how much I miss skill checks too? Fallout 3 and New Vegas handled these superbly.

[–] [email protected] 5 points 9 months ago (1 children)

baldur's gate was incredible at this. i think part of that was their mindset wasn't "how do we make this more accessible to casual players?" they're mindset was more "how do we make this less tedious and/or annoying for everyone?" like the quick select buffs ui that comes up with every roll. in early access, and other larian games it was still possible to add buffs mid dialogue, but you'd have to like ungroup the buffer, sit then outside, start the dialogue, then sneak them in to hit you with the buff, which might not work right if you already opened the roll interface...

they've even added a custom difficulty mode where you can turn off more of their ease of use features. for example, i personally believe the game is better with the "perception check failed" notifications removed. if your whole party fails the perception check, you still know the trap is there... it makes the whole mechanic a bit pointless at times. with it turned off you'll still do the check, and it'll still show you if you succeed, it just hides the rolls from you until then.

[–] [email protected] 1 points 9 months ago (1 children)

I'd really like to play that one. I sucked at BG1 and was never able to get very far without getting my ass handed to me by enemies. Maybe I needed to be better at D&D in general in order to properly execute fights. Either way, I hear I don't actually need to play those two to pick up 3.

[–] [email protected] 2 points 9 months ago

BG3 is completely different to the original games. Think Fallout 3 compared to Fallout 2 levels of difference.

[–] [email protected] 3 points 9 months ago

I agree with you but the silliness of the leveling system did have its own charm. As a kid I spent so much time jumping around and putting points into getting those athletics skills high enough that it became a bit game breaking.

There’s a certainly a balance somewhere in there but I don’t think the game was ever difficult enough, playing on medium difficulty, to feel like you’ve fallen too far behind the curve. For context I’m thinking mostly about oblivion.

I probably played through oblivion more times making builds that weren’t optimal and had weird stats than I did trying to min/max my attributes. I think, for me, leaving room for that kind of gameplay is part of what made the older games so special.

[–] [email protected] 14 points 9 months ago (2 children)

Basically give us a Morrowind clone with a better leveling system, remove the hit rolls, and updated visuals.

OH, and voice acting. Nit because it's better than text, but because the writing on Morrowind was way too verbose. I don't need to read a 30-page essay on the history of the history of a family whose servants once believed they spotted a mythical ring that culminate in a fetch quest.

[–] [email protected] 6 points 9 months ago* (last edited 9 months ago) (1 children)

I want the Morrowind levels of text, but let it be optional for those who want to delve into those branches of dialogue, and feel free to use splicing/AI to voice the extended options.

You speak to an NPC and it comes up with a few options like Skyrim, but included [More] at the bottom with far more topics.

[–] [email protected] 3 points 9 months ago (1 children)

That works too. I loved diving through books and stuff, but sometimes the quest dialogs just got too wordy.

[–] [email protected] 1 points 9 months ago

TES books are the best, dude. I'm playing a (heavily modded but largely vanilla+) playthrough of Skyrim right now and just came across a large trove of tomes. I grab whatever I come across that I haven't read while in dungeons or what have you, and at night when I return to my campsite (Campfire mod) I like to gather wood, roast a meal, and sit down to read through whatever literature I found that day. I have a stash sack full of some too for those nights where I'm feeling too wiped to really get into the game. I can just relax to the sound of crickets or morning birds and catch up on my lore.

[–] [email protected] 2 points 9 months ago (1 children)

I'd kill for a Daggerfall remake. That was my first TES experience and I still remember staying up all night to play it in highschool.

[–] [email protected] 2 points 9 months ago (1 children)

https://www.youtube.com/watch?v=QXOWKABmxCQ

Theres never been a more perfect time! This project recently reached 1.0 converting it over to Unity and is supported by mods!

[–] [email protected] 2 points 9 months ago

That's Awesome! Thank you!

[–] [email protected] 13 points 9 months ago (2 children)

I disagree that they took the lesson that streamlining was the reason for Skyrim's success, because Starfield is not streamlined in the least. It's a complex series of menus and loading screens that lead to empty planets and probably other types of content, I'm not sure, because I hated navigating the menus and loading screens.

The lesson they should have taken from Skyrim is that the more immersive the game feels the more popular it will be. Immersion doesn't require streamlining, and features like spellcrafting would be hugely welcome back for ES6, IMO.

But there's no way to enjoy a space exploration game where the space exploration is handled so incredibly clunkily.

[–] [email protected] 5 points 9 months ago

I think the number one rule of space exploration is “players must be able to fly wherever the fuck they want in their spaceship.” Their engine couldn’t handle that so they were hobbled from day one. All the design decisions were working back from that catastrophic mistake. They should have used Unreal or built a new engine or radically overhauled Gamebryo.

[–] [email protected] 3 points 9 months ago (1 children)

Very well said. Skyrim is incredibly immersive. Vanilla would be difficult for me to feel the same way about it I went back to it now, but with flora mods like Nature of the Wild Lands, grass mods, and environmental audio overhauls like Sounds of Skyrim, the game continues to draw me in like never before. I play the game much more slowly now, and spend more time walking and taking in the sights and sounds. I hope Bethesda can match this on their next title.

[–] [email protected] 3 points 9 months ago

I love doing playthroughs where I don't use fast travel at all. Especially with the mods that remove loading screens from cities and the mod that makes it so you experience the carriage rides between cities in realtime!

[–] [email protected] 5 points 9 months ago* (last edited 9 months ago)

I have a hard time believing they spent one year on this game, let alone eight. Half of it, including the game's engine, the leveling system, and the fucking dragonshouts in space, is pulled from existing sources, the writing sucks, the base building is a pointless perk sink, there's maybe three dozen unique structures copy-pasted again and again, the enemies are spongy and boring as hell, and despite being Bethesda's "Least Buggy" work to date, it's still chock-a-block with bugs.

You know what I think? I think they jerked around exactly like Randy Pitchford did with DNF and they're trying to pretend they didn't.

[–] [email protected] 3 points 9 months ago

Let's hope Starfield taught them the right lesson for TES6. I mean it won't, but there's a chance.

[–] [email protected] 1 points 9 months ago

To play devil's advocate, Starfield is absolutely a better RPG than Skyrim when it comes to roleplaying, quest design, and more. They made huge improvements to complexity and options for the player.

They just also paired that with awful world design, and could no longer rely on lore written by GOATs no longer working for the company.