![]() The poor team at Bethesda tasked to make Fallout 76 had to wrestle with making the old engine code work in a networked environment and boy did they mess it up on even the most fundamental levels. They do have a system that worked quite well for it’s time and still does when you look how many moving parts those experiences have, but it’s clear they need to allow their engineers to rework their tools from scratch and focus on how to evolve their products for the next 15 years.įallout 76 is just the culmination of all of these problems, they are trying to build a different game without investing into their technology stack and it shows, the network design/tech for Fallout 76 is one of the biggest “how the hell did they ship this?” moments I have had in years. Obviously the technology have changed a great bit since Morrowind shipped back in 2002, but the foundation to how a Bethesda game is structured can be traced back to that and Oblivion. It’s a mixture of things, but the main points are likely that they are small teams and are basing their products on code bases that are 15+ years old, combine that with a focus on quantity and you have a recipe for creating problems.
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