Veteran Bethesda developer Nate Purkeypile revealed his surprise at the large number of loading zones in Starfield on launch.
Techland wants to switch to a shorter development cycle of three to four year at the most for its games, starting with Dying Light: The Beast.
Very good dev length for a AAA/AA game I'd say. Companies need to set an aim for this range. 1-2 is too little, I believe 3-4 is perfect. Any more is too much. Games don't need to be these gigantic games full of a crazy amount of content. Just make a good game.
Legendary gaming auteur Hideo Kojima heaped praise on Clair Obscur: Expedition 33, calling it “ideal” for one significant reason.
Greatness knows greatness. Simple as that. Expedition 33 is a masterpiece, built with a smaller team and with a smaller budget, blowing ubisoft out of the water. It doesn't matter how many devs you have and how much money you throw at it, great studios like Sandfall Interactive will always overcome you.
Auroch Digital, the developers of Warhammer 40,000: Boltgun 2 have teased a massive expansion in variety for their new FPS game.
For a game which was 15 to 20 years to what Bethesda wanted to do for a long time and for them to do such a poor job of it it's just next level disappointment
Can't fly your ships loading screens everywhere a broken game map a very boring story way too much AI generated content
It probably wasn’t running well with bigger spaces/connected areas and they had to zone off areas for better performance. The cause of that could be design choices, engine etc. That would be my guess.
I strongly believe Bethesda's Creation Engine is just completely exhausted.
I always think of it as it is with Internet speed - you can plug in Ethernet cables, do some router adjustments, keep it up-to-date or even change DNS servers for a better ping.
And it works.
But eventually, no matter what else you do, you just can't increase the actual speed available on your connection.
You then need a better or a new one to go further.
Starfield won't be the promoted "game of a generation". It ain't even now.
Game engine dated as the ideas behind the game ... milking the sheeps that buy anything bethesda decides to drop in the toilet !
If the world has to be how it is because they wanted you to be able to simulate 10,000 potatoes at a time then they did a bad job making a game.
They didn't make engine choices based on gameplay they made them for some strange ego.