See there are a couple of problems with this plan.
1] Emil Pagliarulo is complete self-sucking hack at this point, who quite literally could not write a coherent, engaging story, with characters that actually act and speak like human beings, in a world that is actually consistent and makes sense… if he tried.
As evidence of this, please see anything he’s done in the last decade.
So unless you’re gonna fire him and everyone he’s molded, no shot.
He was also the design director of Fallout 76 and Starfield.
Which are essentially perfect examples of both incompetent game design and execution of ssid design.
Literally, he is the primary problem with Bethesda as a game developing company.
2] The entire problem is that you, like the rest of AAA gaming, have the game dev prioritization backwards.
You want the actual experts to fix and refactor the engine. Having contractors do all that for the last decade plus is why everything is broken now; bandaids upon bandaids produces code necrosis.
Assets, on the other hand, are broadly much simpler, (presuming you habe templates and standards as determined by the engine), and there are way more people who can produce quality assets than there are people who can fix and refactor core engine code competently.
The problem that now exists, not just with Bethesda, but many game dev studios, and engines… is that there have been so many things contracted out for so long that nobody, literally no one actually has both a broad and deep understanding… there aren’t any experts any more.
Another great example of this is the attempt at the new engine for Halo Infinite. They just hired a bunch of contractors to overhaul the existing engine… almost none of them had ever used it before. They did their best, it was not enough, snd then they all got let go.
That day one experience was the only thing that made it feel like a Bethesda game. I had that exact same experience in Daggerfall, Morrowing, Oblivion, and Fallout 3.
See there are a couple of problems with this plan.
1] Emil Pagliarulo is complete self-sucking hack at this point, who quite literally could not write a coherent, engaging story, with characters that actually act and speak like human beings, in a world that is actually consistent and makes sense… if he tried.
As evidence of this, please see anything he’s done in the last decade.
So unless you’re gonna fire him and everyone he’s molded, no shot.
He was also the design director of Fallout 76 and Starfield.
Which are essentially perfect examples of both incompetent game design and execution of ssid design.
Literally, he is the primary problem with Bethesda as a game developing company.
2] The entire problem is that you, like the rest of AAA gaming, have the game dev prioritization backwards.
You want the actual experts to fix and refactor the engine. Having contractors do all that for the last decade plus is why everything is broken now; bandaids upon bandaids produces code necrosis.
Assets, on the other hand, are broadly much simpler, (presuming you habe templates and standards as determined by the engine), and there are way more people who can produce quality assets than there are people who can fix and refactor core engine code competently.
The problem that now exists, not just with Bethesda, but many game dev studios, and engines… is that there have been so many things contracted out for so long that nobody, literally no one actually has both a broad and deep understanding… there aren’t any experts any more.
Another great example of this is the attempt at the new engine for Halo Infinite. They just hired a bunch of contractors to overhaul the existing engine… almost none of them had ever used it before. They did their best, it was not enough, snd then they all got let go.
Fnv was nearly unplayable at release due to bugs…
That day one experience was the only thing that made it feel like a Bethesda game. I had that exact same experience in Daggerfall, Morrowing, Oblivion, and Fallout 3.