@humanity:You're certainly entitle to think that way, but we can all be more polite when we say it, now come think of it all I ask is for people to be more polite...
@mike said:
Using understaffed and too expensive as excuses for Fallout 4 for a company that has made hundreds of millions of dollars in sales off of that franchise alone is a bit much.
Maybe and maybe not, I can't know it for sure of course but there are just too many consider factors, like sometime the game's marketing budget are actually bigger than it's development budget (bets example is Modern Warfare 2), and lots of money Fallout 4 earn might turn into other Bethesda's game budget, like DOOM and Dishonored, and curiously last year's The Evil Within 2, Wolfenstein II: The New Colossus and Prey, which all 3 of them are reportedly having poor sales.
@facelessvixen said:
I hope the OP can see me being okay with this game because I'm doing it as hard as I can.
You can call it a bad game it's okay with me just don't insult the it or the people who like it or the developer that make it. Not much to ask...I hope.
@gamer_152:Well by the time right now I'm sure they get the message, we want more RPG and not shooter, my point is we should give them chance to make mistake so they can improve it next time, as for money and staff, I can't be 100% certain,maybe it's profit went into other game's development budget like I said above? but like I said Fallout 4 is the least buggy game they made, I have very few crash during my 521 hours gameplay and no game breaking bug encounter, all the bugs I can think of are pretty minor, I'm not saying it's okay for them not to fix this, but I understand why it wasn't fix (check the Extra Credits's video and comment below for more information, it's really good).
As for "indirectly" developed New Vegas, I don't know, maybe It's just poor word that I chose (which happened a lots), or maybe we have different opinion on this matter, I think I will enjoy New Vegas a lots less if not for the Fallout 3's combat system and other stuff, I think the best kind of Fallout game can not exist without the strength of either developer, maybe you think otherwise I don't know, thanks for taking your time to reply.
@the_nubster said:
I don't hate Fallout 4 because it's kind of a janky mess, or because it took away RPG elements, or because it ended up relying on crafting and settlements. I hate Fallout 4 because it is so clearly the product of a company doing the bare minimum amount of work to appease the fanbase while raking in disgusting profits. They keep their team relatively small and their engine relatively unchanged because they are still making sales at that size. They haven't hired better animators, better writers, better programmers, or better leads because they can afford to let a product in the state that Fallout 4 was released into the world.
Maybe it's justified in that most of the other Bethesda-published games are great and maybe the state of Fallout and the sales from Bethsoft pick up that slack. I don't know, and honestly I don't particularly care. it's a game that has the budget to be absolutely incredible (or as New Vegas demonstrated, can be incredible with budget constraints as well), but release after release they refuse to actually address the core issues with their approach and design and instead put more and more systems on top.
I'm not sure what gaves you the bare minimum amount of work impression, this is the best looking game made by them yet, And i'm not sure if you read my post by keep their team relatively small is because of how hard it will be manage if there are too many people in it's development, and if Todd Howard can manage a development team of 1000 people and make a polish game out of it, it would be a waste of talent for him to make video game, he should run for office, not sure if you understand the job of a producer, the most important work for a producer isn't just making game, but rather make sure the development went smoothly, provide communication for each departments, in other words, Todd Howard has to be an expert with people, which is very hard for many developers (example: CDPR and Ubisoft), and hire better animators and, programmers? I'm fairly sure in BGS they're some of the best animators and programmers the US can offer, but it's still a very large amount of work for very few people, quote from Howard himself "We can do anything, but we can't do everything." As for writers i have to agree, because BGS has no staff member delicate to writing in their credits, their members are mostly game designer since they seems to put game as priority and not it's story, but the game's story isn't bad either although I would say that they are just over ambitious as always, like in Fallout 4 they actually try to pull a Blade Runner, which is very hard since it's just so depth, Bethesda actually try to make their own "Do Androids Dream of Electric Sheep?" story while they are actually not an expert when it came to story, I think they really want to make us ponder about Institute and synths but it didn't work out at the end. As for better leads, well I doubt there are anyone has more experience than Howard, and we are talking about a team that has work with each others for more than a decade, they're basically family at this point and I doubt they will want or need to change that
As for engine, let me ask you, how many games engine you know can be mod like Bethesda's modified Gamebryo engine? I can only think of Valve's source engine, but it's a far cry compare to Bethesda's engine. How many other game company are able to duplicated Bethesda's success by making another game that can mod like Elder Scroll and Fallout? I can name none, If it was as easy as you said, they would have done it already, I'm not an expert about game engine, but I know it's not something you can just switch whenever the hell you want, SURE they can just use Unreal Engine for their next game, but that might as well get rid of modding altogether, not every game engine can be mod like the one we are having right now, I do believe they are working on a new one but that will probably take awhile, my guess is this new engine might be use on their new IP "Starfield", and I got a feeling it's gonna be a modding nightmare because most of modders are unfamiliar with it and tweak it with the wrong way and cause the game to crash a lots,I could be wrong though.
Well I digress, as I said before New Vegas was done by a lots of pre-estabish stuff, like the assets from Fallout 3 and plots from fallout van buren, even when it's first release it was quiet a mess, they manage to fix those later and turn New Vegas into a black sheep among RPG, poeple only grows to appreciate later, most people probably think it just another cash grab due to Fallout 3's success when it's first release, and I'm surprise just how many people ignore the things BGS did learn from New Vegas, like companion's story and faction (not reputation though), and many things they learn from modding community, they sure have their issues with with some of their game design, but they did try to improve it, I assume your core issues is about their narrative, which I agree, hopefully that will be improve.
@sethmode said:
@humanity: This is my take away. A lot of the original post seems to want me to focus on a lot of things that have nothing to do with a game that I outright disliked when I played it (Fallout 4). I can appreciate what goes into game design, and I'm not one of those internet nuts that want Bethesda pilloried for it or something, but to excuse a bad game because the developer's heart is in the right place isn't the right answer either.
I think Bethesda on the whole is awesome, and I am really thankful that they seem to really be digging their heels in regarding single player games (at least, for now). If it weren't for them, some of my favorite games of the last few years wouldn't exist. But that doesn't mean it's okay for Fallout 4 to be a janky, boring mess.
I don't think you have to accept it, but just understand not everything work out in the end every time, I believe we all use the hardest standard to measure the quality of game like Fallout, because the franchise is just that good, but after all of that we should just tell ourselves that if it's not bad than it's goodenough.
@vierastalo:I'm pretty sure most of the bug fix and developing are still done by Bethesda Game Studio, I check the credits, QA seems to be done by publisher Bethesda Softworks, and not by studio themselves, and it's around 120 people, we also know they did get some help from ID software to improve their FPS gunplay, which BGS also later assist on developing DOOM as well, regardless what other assistance they receive during development it's probably very minor and most of the hard working still fall into BGS themselves. Anyway bug and QA are very complex problem in video games. I suggest watch this video by Extra Credits for anyone want to understand why some bugs are not fixed.
Also in it's commet section Extra Credits did address in Bethesda's case
Extra Credits
In Bethesda's case, I personally believe that honestly has more to do with what goes into making a massive open-world game than with the company itself. QA testing is fantastic and catches a lot of things in most games, but I distinctly remember a bug that I encountered in the Fallout 3 Operation: Anchorage DLC where equipping a particular piece of armor at a certain time in combination with other specific clothing items or weapons (I don't remember specifics anymore) caused a certain quest to be marked as completed. When you have a huge number of possible permutations and combinations of assets to keep track of, it's more understandable (to me, at least) that something will inevitably be only discovered by a few players later on rather than QA itself. (And again, this is only one possible explanation--the point is, it's way easier to test for all possible bugs in a very tightly scoped game than a sprawling scope one like most open-world RPGs, MMOs, etc.)
--Belinda (Community Manager)
@tom_omb:Glad to see people understand, we really need to show more appreciation for the thing we have.
@imhungry:You'd be surprise how many people still do, I think they should be moving on and just live with their disappointment, but people probably going to keep complaining around the following years, kinda like some people still hating on Star Wars Prequel.
@htr10:@chrispaul92:This post has nothing to do with that post, this one is something I try to address to our Fallout community, I think this is a game franchise that can actually taught us something, but no one will take us seriously and treat game as form of art if it's fans keep acting like children, you don't have to read anything I wrote if you don't want to be any part of it. As for kinda outdated topic, you can tell that to the folks still complaint about it on Youtube to move on, but good luck with that.
@mike said:
Using understaffed and too expensive as excuses for Fallout 4 for a company that has made hundreds of millions of dollars in sales off of that franchise alone is a bit much.
@sethmode: Yes I only post something when i really feel like I need to, I usually avoid internet discussion, since I know just how toxic it can be sometime.
@mike said:
Using understaffed and too expensive as excuses for Fallout 4 for a company that has made hundreds of millions of dollars in sales off of that franchise alone is a bit much.
@tuxedocruise said:
I think it's really generous that Bethesda gave Obsidian a change to make New Vegas, that is very rare case in industry, willing to gave another shot to it's former developers, similar thing happened back with Core Design and Crystal Dynamic/Eidos with Tomb Raider Anniversary, and it didn't went well, which many old Tomb Raider fans still loathing until this day.
Those things aren't very similar. The only similarity in that situation was Bethesda and Eidos switched developers. Eidos took the development of Tomb Raider away from Core Design because Last Revelation and The Angel of Darkness were failing to meet review and sales expectations. Eidos handed the franchise over to Crystal Dynamics to reinvigorate the series.
I think there are two kind of game company, one care about money and it's fan, the other just care about money, it's important to let publisher and developer know what we want, but not curse them whenever they did something we don't like, criticism need to be constructive. And of course they will put profit before their fans, that's what every company does, they just need to care about their players but not swear allegiance to us, it's business not marriage.
Let's be honest here, all game companies care about money as its primary priority. Don't get me wrong, consumer perception is also very important, but it won't overtake the need to pay wages and bills. When Bethesda announced paid mods for Skyrim, it was to make more money from a passionate community. Given how much backlash that received from the overwhelming majority, Bethesda still attempted the same thing with Fallout 4 and received the same heated response. Most fans didn't want it, and everyone else has viewed it as a bad value. Bethesda belongs to a publicly traded company, and their priority is to make money. This doesn't mean they're soulless businessman who hates fans, but they won't make business decisions at their own demise.
At the end of the day, enjoy what you enjoy. Don't let people throwing around rhetoric and hyperbole convince you otherwise. Don't let toxic people give you the impression that they're taking over as the major opinion of a game. Give the gaming community more credit.
Point taken, as for Tomb Raider, here's the story I got from Internet,
After the critical and commercial failure of Angel of Darkness, Eidos Interactive gave the Tomb Raider rights from the Core Design team, the original creators, to Crystal Dynamics, known for the Legacy of Kain series. What followed was Tomb Raider Legend, a critically well received and more profitable reboot.
Running parallel to Crystal Dynamic's production of Legend, Core began working on a remake of the original Tomb Raider, under the title Tomb Raider Anniversary. The final product would have been released for the PSP. Eidos, however, cancelled the project before it was finished (reportedly, it was over 60% done when cancelled). There are conflicting reports to why it was cancelled but the popular explanations are Eidos didn't want Core to release the game after the design team were sold to another publishing company and Eidos would prefer Crystal Dynamics to develop the game.
In 2007, Crystal Dynamics released their version of Anniversary. A playable version of Core's game has yet to be released.
http://lostmediaarchive.wikia.com/wiki/Tomb_Raider_Anniversary_(Original_Core_Design_PSP_Game)
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