I just realized...

Post » Mon Jun 28, 2010 10:40 am

I just realized something. Fallout 3 was an amazing game, but had some glitches (especially in the deathclaw sanctuary). I remember the clipping issues being annoying and it seemed like a real half-assed job. Now we have this TRAVESTY that is New Vegas: a beautiful game that was born prematurally, and left broken. Does anyone at Obsidian feel annoyed about this? Or are they just a bunch of lazy f***ers? They obviously need to learn that keeping customers is more important than releasing a game quickly. Had they spent 3 more years they could have created a masterpiece, but they instead created a twisted shadow of what could have been. On the bright side, they have provided a rant topic for years to come. :shakehead:
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Michelle Serenity Boss
 
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Post » Mon Jun 28, 2010 11:04 am

Many of the problems are attributable to the use of the Gamebryo engine, which isn't quite perfect, but was the best they considered to work with for the purpose of the game.

The other thing to bear in mind is do you have any idea how much coding likely went into the game? The sheer amount of scripting that has to be coded combined with the fact that the game is intended to be an "open-world" affair means lots of possibilities, plenty that were likely unintended (like in FO3 the wonderful physics glitch for deathclaws vs. rocks -- deathclaws go flying straight up into the air and "disappear" entirely).

You don't see the kinds of bugs and glitches in other games like you do in FO3 and NV mainly because most other games are what you could call a "closed" environment, where nearly everything is scripted to happen a certain way, every time, kind of like the movie "Groundhog Day."

I really wish more people actually understood games design and coding.
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IM NOT EASY
 
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Post » Mon Jun 28, 2010 6:14 am

Gamebryo + vast scripting + multiple different ways and order of doing things = bugginess

I think all the overlapping quests is what's causing the bugs. Just some many areas have so many quests compared to Fallout 3 that had 1 - 2 quests attached to certain areas (most buggy areas with overlap quests were Rivet City and Jefferson Memorial). With New Vegas Vault 34 has about 5 I think. That's quite a bit of overlap. The McCarren airport is pretty bugged, especially with Captain Hsu and I put a spell on you quest.

With Skyrim coming out November 11, 2011. When do you think the Creation Engine driven Fallout 4 will show up? My guess will be 2012 cause they seem to be pushing Skyrim pretty quickly.
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bonita mathews
 
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Post » Mon Jun 28, 2010 3:59 am

I just realized something. Fallout 3 was an amazing game, but had some glitches (especially in the deathclaw sanctuary). I remember the clipping issues being annoying and it seemed like a real half-assed job. Now we have this TRAVESTY that is New Vegas: a beautiful game that was born prematurally, and left broken. Does anyone at Obsidian feel annoyed about this? Or are they just a bunch of lazy f***ers? They obviously need to learn that keeping customers is more important than releasing a game quickly. Had they spent 3 more years they could have created a masterpiece, but they instead created a twisted shadow of what could have been. On the bright side, they have provided a rant topic for years to come. :shakehead:


Bethesda did the Quality Assurence testing on New Vegas and were responsible for it's release date, only they had the power to delay it and they did no such thing.
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Katie Louise Ingram
 
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Post » Mon Jun 28, 2010 3:48 am

I thought gamebryo was Just a rendering engine, correct me if i'm wrong, but doesn't that mean it cant be attributed to a large amount of the bugs in NV? i thought the game was great but beth should have really pushed back release to December, would have made it much more tolerable, i think obsidian knew about the bugs but theres nothing you can really do about them, just finish what you have and hopefully you'll be able to patch it later on.
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Bereket Fekadu
 
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Post » Mon Jun 28, 2010 1:29 pm

Gamebryo is a 'flexible, cross-platform game development engine and toolset' according to its website:

http://www.gamebryo.com/

You can also download a pdf brochure from there!

And to the OP: there has been a patch, with another one coming along imminently.

As doewnskitty says, FO3 and F: NV are very complex games - I'd love/hate to see the flowcharts for them!
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Veronica Martinez
 
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Post » Mon Jun 28, 2010 3:45 pm

I just hope that Skyrim and Rage won't be this screwed up. You won't see me buying anything on release from Bethesda anytime soon anyways.
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alicia hillier
 
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Post » Mon Jun 28, 2010 6:29 pm

Many of the problems are attributable to the use of the Gamebryo engine, which isn't quite perfect, but was the best they considered to work with for the purpose of the game.

The other thing to bear in mind is do you have any idea how much coding likely went into the game? The sheer amount of scripting that has to be coded combined with the fact that the game is intended to be an "open-world" affair means lots of possibilities, plenty that were likely unintended (like in FO3 the wonderful physics glitch for deathclaws vs. rocks -- deathclaws go flying straight up into the air and "disappear" entirely).

You don't see the kinds of bugs and glitches in other games like you do in FO3 and NV mainly because most other games are what you could call a "closed" environment, where nearly everything is scripted to happen a certain way, every time, kind of like the movie "Groundhog Day."

I really wish more people actually understood games design and coding.


That's [censored]. Fallout 3 was just as big as New Vegas and i don't once remember getting frustrated with any bugs whatsoever. With New Vegas i am constantly screaming at my tv.
But then i didn't play Fallout 3 until 2 years after it came out. so it just goes to show that with more time the game can play right. It's just a shame that a company will release an unfinished game with the knowledge that they can just release a patch later.
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Tom
 
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