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Recently a lot of people have been complaining about Bethesda's continued use of the Gamebyro/Creation engine, but their complaints generally seem to boil down to "it's old". Do these people's complaints have any merit, or are they just talking out of their asses?
Talking out of their ass implies that they are fully aware theyâre charlatans and havenât a clue what theyâre talking about. Instead what we get is far worse: people who have never coded a line in their life but were told by Johnny Youtube (whose own coding experience basically amounts to copy and pasting scripts into Sony Vegas to get that epic minecraft intro to really shine) that the Gamebryo is all bad and stuffs because it canât do the ladders.
And thatâs ultimately the problem. People think that just because they understand the end result of something that they understand the process of its creation. Moreover theyâre so incredibly stupid and believe that a game engine is some sort of magic sealed box with a wizard inside and if theyâd just replace that wizard with a warlock or even a druid that all their problems would just disappear! I mean god, who knows how those game engines work right? Not like thereâs people out there that made them. You just turn them on and they start producing models and shaders and all that. Thatâs why your friend Bill is totally going to make the best MMO about time travel ever (nevermind that Billâs only experience is drawing circles in a book of graph paper and thinks Assassinâs Creed is real), and he told you that Unreal is the best engine ever and he knows what heâs talking about, he made a box fall on top of another box in it once.
I know that this isnât going to get through to any of those imbeciles. That theyâre so wrapped up in what they think they know that being told that the opinions theyâre entitled to arenât entitled to have any sort of merit would simply make them react with the kind of moronic hostility that makes their Dunning-Kruger fuck of an opinion all the more deserving of ideological ridicule. But, on the off chance that the thin film of egotism thatâs formed over the curdled cheese that is their shitting ass of a brain recedes just a tiny bit to allow some semblance of awareness of their own ineptitude to take seed, maybe theyâll understand that on behalf of everyone who actually knows this shit that they should just the fuck up already.
âA Traditional Approachâ
New California Walkabout Snaps Part 1
If you think about it, D&D is basically just a physics engine for books. Itâs literary Gamebryo.

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Gamebryo Logo game http://www.ligu.net/game-brand/gamebryo-logo-257760
(Same anon) well fallout is a very good series, but it's just very overhyped and both it and elder scrolls are due for a new engine.
Well, âoverhypeâ is kind of a subjective state of being, really. Itâs like I said about that Batman ask; Batman is obviously a very good game, I just came in to it after so much hype that it didnât really live up to all of my expectations. But itâs still a good game!
I do agree, though, theyâre probably in need of a new engine. But thatâs not easy. Companies like Unity and Unreal make it look easy, but I remember Gabe Newell talking about how building the Source Engine was one of the most stressful things Valve had ever done, even now. He never wanted to put them through that again.
Which is why Source 2 mainly seems to be more of an incremental upgrade over Source 1, as opposed to an entire top-to-bottom rebuild. Itâs got some new features, but by and large, itâs still just âThe Source Engine But More Betterer.â A small, but none the less more modern step forward.
And, I mean, technically, Source Engine has been in use at Valve since 1996. It was originally just the Quake Engine, which Valve internally renamed Source (as in source code). When Half-Life 1 came out, that was a fork of Source that ended up being called âGoldSrc.â Valve continued to enhance and expand Source until it came time to publish Half-Life 2 in 2004, where it was officially renamed The Source Engine. Source 2 has a lineage dating back almost 20 years.
Valve was hardly the last. Lithtech, used by Monolith Productions, was the driving engine behind Shogo (1998), No One Lives Forever (2000), AVP2 (2001), No One Lives Forever 2 (2002), The Matrix Online (2005), F.E.A.R. (2005), Condemned (2006), Condemned 2 (2008), F.E.A.R. 2 (2009), Gotham City Impostors (2012) and even, supposedly, Shadows of Mordor (2014).
And I imagine thatâs even harder for something like Bethesda, because they seem to specialize in hugely complex games. Their Radiant AI system is still probably one of the most complex in the business.
If all you want are better graphics, as both Valve and Monolith have proven, you can just write better graphics code. Compare the original 2004 version of Half-Life 2 to Portal 2 and youâll see all kinds of visual enhancements like realtime lighting, cinematic physics, bigger environments, etc.
And even if Bethesda wrote a new engine, middleware is still going to be middleware. Big games like that are always going to be a little broken.
Gamebryo... Gamebryo never changes
Any given Bethesda executive