Namon
Blackwing Lair Raider
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Yeah, It's not just the modding (that shit is going to be clamped down to their workshop anyways) I remember reading (this is all paraphrased from hazy memories) a while back about how the engine does the entity handling (or something along those lines) better than pretty much any other engine, which allows them to have a lot of random shit happening and not have the engine be bogged down without everything being really specifically scripted like something such as Witcher 3 is limited to. Witcher 3 for example has very little happening in the world that isn't on very set paths, and can't function outside of it (the traveling merchants have some interesting inhouse uses for hacking shit to make it work), whereas this engine can have things like enemies follow you out into the world from an inner area and still have them function per usual. And then there's things like the traveling random NPC/events. All of that stuff is probably spaghetti code of the worst order and either can't be fully understood, or just can't be ported/re-created to function with modern engine stuff.
Hopefully someone with a better understanding of game engines can fill in some details to this.
That makes sense and yeah after watching the let's play of RDR 2, that is one of my biggest complaints is how scripted everything feels. And I'm not just referring to the super linear structure of the missions (only one way to actually do them), but also all your random stranger meetings.
In response to the video post from Dull the reason is, this was a game their primary fan base did not ask for. To be honest with you the bugs are not even the primary sin they have committed. Most of the ones I am pointing out, are ones that are a result of the large multiplayer aspects stretching the limitations of the single player engine. It's how they handled BETA, how they handled things like the CE, and now how they are handling the patches and everything else in between.
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