a New Engine for Fallout 4?

Post » Mon May 16, 2011 10:51 pm

I'd like Frostbite engine
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Tamara Dost
 
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Post » Tue May 17, 2011 8:56 am

please not source dear god
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X(S.a.R.a.H)X
 
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Post » Mon May 16, 2011 11:34 pm

I never feel tied down to one region, but in games with map nodes I feel bored to tears having to go through 3-4 loading screens to explore more than fifty feet of land.



Have you even played Fallout 1 or 2? Clearly you don't know what you're talking about.
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Roberta Obrien
 
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Post » Tue May 17, 2011 1:31 am

Recently I've been playing Just Cause 2 (don't judge me! :P) and it has a mind-numbingly huge world to explore with no loading. Granted, there's not much, if any, story but I'd be happy if something like that could be implemented for FO4. Tons of variety and a downright HUGE world to explore for those explorer types. I think it would help with the somewhat claustrophobic sense I get when I play Fallout 3 and New Vegas. Stuff can be more spread out with lots of potential for random encounters between locations.
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IM NOT EASY
 
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Post » Tue May 17, 2011 3:49 am

Recently I've been playing Just Cause 2 (don't judge me! :P) and it has a mind-numbingly huge world to explore with no loading. Granted, there's not much, if any, story but I'd be happy if something like that could be implemented for FO4. Tons of variety and a downright HUGE world to explore for those explorer types. I think it would help with the somewhat claustrophobic sense I get when I play Fallout 3 and New Vegas. Stuff can be more spread out with lots of potential for random encounters between locations.

Just Cause 2 is ridiculously fun, it is a guilty pleasure, but if you look, almost nothing is in detail.
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carly mcdonough
 
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Post » Tue May 17, 2011 3:52 am

please not source dear god

Mind me asking why you are against the Source engine? Is it because it is made by a Valve? Do you hate Valve, you would be the first that I know about. Is it the age of the engine? Valve has kept on updating it and make most of their games on it and they still look good.

Anyway, chances are that Fallout 4 will be using the Creation engine that Bethesda has created.

But if I had a choice in which engine it would use, I would chose the Rage engine that is made by Rockstar. The engine has already shown that it can do big and detailed maps. The only problem, is that there has yet to be a RPG based on the engine.
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christelle047
 
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Post » Tue May 17, 2011 7:25 am

Mind me asking why you are against the Source engine? Is it because it is made by a Valve? Do you hate Valve, you would be the first that I know about. Is it the age of the engine? Valve has kept on updating it and make most of their games on it and they still look good.

From what I've seen the Source engine can't handle big maps at all, has to divide everything between loading zones.
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IsAiah AkA figgy
 
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Post » Tue May 17, 2011 11:50 am

Okay a few things here. I don't understand why everyone thinks that a map node system wouldn't work, that is technically what mass effect, dragon age, fable 2 and 3, all work on.

And personnally I would prefer it to be made on Id Tech 6 since they're making that soon by the sounds of what little information is available about the next doom game.
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remi lasisi
 
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Post » Tue May 17, 2011 6:11 am

Okay a few things here. I don't understand why everyone thinks that a map node system wouldn't work, that is technically what mass effect, dragon age, fable 2 and 3, all work on.

I think people imagine "map nodes exactly like in Fallout 1 and 2" when we say that with map nodes, the world map could cover huge areas, states, like Fallout 1 and 2 did.
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brian adkins
 
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Post » Tue May 17, 2011 4:33 am

I know thats what people think, my point was that the concept of map nodes is not outdated and still used by some big companies like bioware. Map nodes are used to help represent a larger area than can be made, that is and always will be what map nodes are for. Its to do with how much real space the engine can hold, the most I can think of know is Just Cause 2 at around 400km2 but that comes at the cost of any NPC interaction and that world is mostly empty, it also probably wouldn't work for an RPG.
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Multi Multi
 
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Post » Tue May 17, 2011 12:39 pm

A engine that lets you crouch behind things.
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Nuno Castro
 
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Post » Tue May 17, 2011 11:12 am

I would expect that tehy use the new engine developed for Skyrim. Seeing as the way ES and Fallout operate are very similar.
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Steve Fallon
 
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Post » Tue May 17, 2011 5:57 am

Which ever engine has the least amount of bugs/Glitches is my pick.
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WTW
 
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Post » Tue May 17, 2011 10:57 am

I would expect that tehy use the new engine developed for Skyrim. Seeing as the way ES and Fallout operate are very similar.

Sigh, why does that have to be though, it wasn't that way before Fallout 3.
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Alkira rose Nankivell
 
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Post » Tue May 17, 2011 3:16 pm

Gameplay mechanics wise I would take X-ray as the engine, if you're going to do a FPS-RPG mix, then make the FPS elements work properly. Only downside with X-ray is the lack of proper modding capabilities we've gotten used to with FO3 and NV.

What comes to the map node system I would love to see it make a comeback. There's so many things that would bring welcomed change for the current sandbox environment to me. First of all I find huge sandboxes very time consuming, I don't have enough time to wander all day long in the wastes hoping to find something interesting. As stated before you could have multiple Point Lookout sized maps, it wouldn't take hours to find everything on the current location you are in as it does in the huge sandboxes

Also the variety of different tilesets and themes for the game could be overwhelming compared to FO 3 and NV. And most of all the truly random encounters, you'd never really know what you were up against without decent outdoormanship skill. Nowadays you can have completely randomly generated terrains instead of the FO1's and 2's pregenerated ones. It would add bit of extra challenge as the only thing you'd know about the terrain surrounding you was from the world map, things like is it mountanous, is it barren desert or ruins of a city.
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Maria Leon
 
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Post » Mon May 16, 2011 11:38 pm

I also want that sort of node system, that design also makes random encounters better, as previously stated if specific locations make certain random encounters more likely you';d need to plan. Also if random encounters have their own special, but very small, location built for them it makes them feel better. The only random encounters in a completely open world game I liked were the ones from RDR but even they get repetitive after a while. Its just a long while.
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Bethany Short
 
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Post » Tue May 17, 2011 3:07 am

It's a shame that Unreal Engine can't really be used for an open world game like Fallout as that engine has some sweet graphics possibly the best in the industry or easily in the top 5. Although I do wished they worked on making Hair look better in Unreal Engine but that's another topic for another time.
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Fanny Rouyé
 
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Post » Tue May 17, 2011 6:25 am

Euphoria xD. If it was implemented right, the gameplay would be so intense, but you would not get the Fallout feeling that if you throw a grenade at a raider, it flies all the way from Megaton to Vault 101 (exaggerating), it would use Earth physics and gravity, it's a win/lose situation.
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RUby DIaz
 
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Post » Tue May 17, 2011 3:18 pm

I think it's pretty obvious they are going to use their brand new engine to make Fallout 4.

They made Creation very resently and it'd be pretty stupid not to use it for their next game.
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Zosia Cetnar
 
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Post » Tue May 17, 2011 10:28 am

Creation Engine. Bethesda built it themselves so that means they no everything about it and will be able to make it a helluva lot quicker. And because I am sure they made it so that it would play like there usual games so its best for Fallout 4.
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NAkeshIa BENNETT
 
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Post » Tue May 17, 2011 2:20 pm

any engine is fine with me as long as the game play is awesome, all i need to do is replace my computer (mouse,Monitor,keybored too) to a up dated one.
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loste juliana
 
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Post » Tue May 17, 2011 7:37 am

I'm sure Bethesda will use their in-house engine but Dice's Frostbite engine is what I'd use if it's capable of adding the rpg elements. It can produce large maps and good draw distances with fully destructable environments. IMO all other shooters have been rendered stupid by this engine.
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JD bernal
 
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Post » Tue May 17, 2011 12:43 pm

look i don t know much about tech stuff but i can say not the one they used in the last 2. They need to get crackin on something that isn freezing and all choppy at 8200kb of info. Like there are things i could be exploring in nv but it will freeze like 10 times on the way there. Im now at 9800kb so its just not worth playing thats why ive been on this little messege board kick.
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k a t e
 
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Post » Tue May 17, 2011 10:22 am

I'm sure Bethesda will use their in-house engine but Dice's Frostbite engine is what I'd use if it's capable of adding the rpg elements. It can produce large maps and good draw distances with fully destructable environments. IMO all other shooters have been rendered stupid by this engine.

dice??? the ones that ruined battlefieid??? and is that dice in that abortion of an on line shooter medal of honor??? Dude dice should get fired battlefield is ruined. IMO
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quinnnn
 
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Post » Tue May 17, 2011 6:17 am

It will use the same game engine as Skyrim.
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Dominic Vaughan
 
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