The game ships in less than five months. Seems a bit late to be refining a core mechanic.
The game ships in less than five months. Seems a bit late to be refining a core mechanic.
Agreed. The game would have entered beta already (all features are locked in), and enters gold (print to disks and ship out) about a month or so before launch.
Not much will be changing at this stage
This.
Guys/Gals, why is it so hard to understand? The Creation Engine handles these options the way Skyrim did - no skills/attributes, but perk trees. Also, the conversation wheel/procedure does not freeze time and limits the amount of options available.
It is a game written around the same framework/engine - do not expect Fallout 4 to be drastically different than Skyrim's mechanics. It's software we are talking about, using the same engine/framework.
Crafting is something that Hearthfire DLC introduced. So, Fallout 4 will use it.
From what we saw today, only weapon crafting is somewhat unique.
Fine by me, i wan't a big fan the skyrim way. However i like fallout a lot more than the elder scrolls and maybe it'll feel more fluid in fallout 4.
Did you even play Skyrim? Heck, did you even see it run?
Skyrim had skills, lacked a dialogue wheel and the Hearthfire construction did not work like this at all (it was just building an item that triggered a part of the house to become visible). All things highlighted in the trailer are brand new, which is nothing surprising: engine limits you only as long as you don't own it. Beth owns it and can re-write the code to whatever they want.
No skills? Really?
Well, that's it then. I won't buy the game. At least not until I can get it for at least 50 - 75% off on Steam, several years after release.
You miss the point. Skyrim had skill trees with perks. Same can be expected for Fallout 4. Just because the UI did not look like a "wheel" does not mean it wasn't limited. Only a person who writes software would understand that using a framework/engine in several projects gives you the same limits.
In a nutshell, expect Skyrim feel to the gameplay mechanics of Fallout. That's what same engine means.
Every Bethesda game has used the same "engine/framework". The Creation Engine isn't some proprietary thing Bethesda wrote from scratch. It's based on Gamebryo just like all the other engines they've used. They heavily modify it with each new release (though they didn't change it much between Oblivion and Fallout 3), but it's still all based on Gamebryo.
Implying that because a game shares an engine with another game both games will function the same or have the same features is a logical fallacy of composition. Look it up.
lol no. You obviously have no idea what you're talking about. Rocksmith, Bully, Morrowind, Civilization IV... all of these games use Gamebryo, yet they're all completely different games. Each release of the engine will have the same "limitation", yes... but the engine doesn't dictate the type of game that is created for it, nor the mechanics of the game itself. Oblivion and Fallout 3 had similar mechanics because that's how Bethesda chose to handle those games, not because the engine dictated it.
I write software so I know this is BS. Engine limitations only become a problem where graphics, physics, etc. are concerned and after a while, changing to a different engine becomes easier than upgrading the old one. Skill system, on other hand, is dependent on the most basic programming concepts and simplest algorithms and if a programmer can't add those IN HIS OWN ENGINE, he should immediately change his profession.
And to begin with, Skyrim's engine is nothing else but an updated version of Gamebyro, which ran FO3 and Oblivion.
Creation Engine is Bethesda's proprietary engine. They might not have the same features, but have the same limits. Besides weapon crafting, did you see anything that you haven't seen in Skyrim? Sharper graphics maybe?
Why would Bethesda invest in the Creation Engine if they are not going to use it for both of their IPs? This is where i am getting it.
Deathclaws?
And weapon crafting was in Skyrim. Smithing, remember?
The Skyrim is the first game they used the CE on. Wouldn't make sense not using it with Fallout 4. You write software right? Do you know of code reuse? Features reuse? Of course, it is less time consuming and resource consuming to reuse existing engine algorithms/code.
Did you see anything in Fallout 4 that you haven't in Skyrim and its DLCs?
It was a different mechanic though. In F4 you can see the modded weapon as you are adding parts to it. In Skyrim you see the item, click a button and boom you have it in your inventory. I am talking about the UI and functionality (modding as opposed to creating).
Yes... the Creation Engine is Bethesda's proprietary engine... that they based on Gamebryo.
You're wrong about literally everything else you just said. Literally. Everything.
Also, this conversation has nothing to do with whether or not Bethesda is using the Creation Engine for Fallout 4. This conversation is about your hilariously incorrect assertion that the fact they're using the Creation Engine means Fallout 4 must have the same gameplay mechanics as another game using the Creation Engine.
I'd say the same thing about Hearthfire's crafting then. It was totally different than what is being presented in this game.
Howard said : "we were given places around the map to build fortification of our own"...then showed scavenging for materials...
I have pretty much seen this functionality in Hearthfire
That's a statement lol.
You build your game around and within the framework. So, you can fully expect to see the same limitations in F4 since using the same tech. Simple point, really.
Yes, using materials to create static objects that are placed in pre-determined positions in pre-determined locations is so incredibly similar to using materials to create objects that are manually placed and positioned by the player...
/sarcasm
No, its very obviously the next logical step after hearthfire, and obviously inspired but what they did there.
http://www.gamebryo.com/screenshots.php
http://i.imgur.com/SU6pdHi.png
Developers dictate the content of a game. Not the engine.
And the ability to place items (apparently) wherever you want rather than have them in predetermined places? And having a great amount of creative freedom rather than essentially getting cloned stamped buildings with only slight variations?
Inspired by? yes. The next logical step? Yes. The same? No.
Hrrrm...in the post show with Morgan and Adam Todd said that some of the crafting is "perk-gated" not "skill-gated." He then seemed to regret saying it
So...yeah.
Not sure what to think now.
guns.
Of course they're re-using code, It would be silly to do the opposite. Still Skyrim and Fallout are quite distant regarding the dialogue mechanics, combat and character progression.
I can only assume you're not a programmer since implementing skills is extremely easy to do regardless of engine.