The Elder Scrolls Online

Blackwulf

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TES games have picked up and dropped guilds along the way. Like Morag Tong/Dark Brotherhood, and Fighters Guild/The Companions. So theycouldjust be replacing the Thieves Guild with something else, however if that was the case they almost certainly would have said so. So in summary, I agree with you.
Hey, they gotta save some shit for expansions too
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Caeden

Golden Baronet of the Realm
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Those would be the inevitable 5 level digital "expansions" that you complete all content by level 53 unless you do dailies or buy xp boosts after the inevitable f2failure conversion?
 

Blackwulf

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I dunno, Ut, Firor is still holding steady that this is not Hero Engine:

GamesBeat: When did you know you were getting that right?

Firor: We built our own engine ? any game developers reading this will immediately start laughing, because it?s painful to play on an engine in an early state of development. It doesn?t have any of the cool shaders or effects. You have to put yourself past all that and get to the gameplay. But yeah, there was a version probably about a year and a half ago where I could say, ?Okay, I see it. I see the world. There?s weather. There are cool effects and cool animations.? That?s when it really started rolling.
 

Utnayan

F16 patrolling Rajaah until he plays DS3
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I dunno, Ut, Firor is still holding steady that this is not Hero Engine:
As stated before, they built his "own engine" around Hero Engine. The base of the collaborative content creation structure is still there. Without looking at it, I am sure they added their own systems. (Animation, combat, etc) (The terrain generator is the same FYI. Which is also why it looks like the same graphical identity of SWTOR)

Just as Skyrim's Creation engine was still Gamebryo at it's core. (http://peter.corrosivetruths.org/201...just-gamebryo/)

For some reason, Bethesda/Zenimax and now Zenimax Online have always had a hair up their ass when it comes to the engine and public perception. In all actuality, it doesn't even matter if it is hero or not. There have been plenty of upgrades to it over the last 4 years, and Bioware butchered their in house version. The reason Bioware's engine was horrible wasn't because it was based off Heroengine. It was because of what Bioware-Austin DID when they reversed engineered the thing and built around it.

It's frankly ridiculous anyone makes it an issue. Including ZO. But that is a Buzzword that appeases the sheeple when their isn't anything else to show.
 

Grim1

Ahn'Qiraj Raider
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Denaut's very first post if I recall, destroyed the myth that game engines have as much to do with a mmo's problems as the gaming community constantly spouts.

Mmo devs change the engines so much during development that they are very different from the tools they started with. SWTOR's downfall wasn't because of the HERO engine, it was because the devs sucked. It doesn't matter if TESO uses the HERO engine or not, all that matters is if they do a good job with whatever engine they use.
 
Its an industry standard practice to take an existing engine, tweak it a bit, and call it an entire "new" engine. Everybody does it; Bethesda said that the Creation Engine was all-new but it turned out to be just a heavily iterated version of the same old Gamebryo. Infinity Ward said their new engine is all new, but its not. Repeat for virtually every developer out there.

Sure, after enough revision, an engine is more custom than stock. But it doesn't matter. In the world of software and tech, if its not "next-gen" and "new" then it doesn't sell as well. Thus the marketing hyperbole.
 

Denaut

Trump's Staff
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Denaut's very first post if I recall, destroyed the myth that game engines have as much to do with a mmo's problems as the gaming community constantly spouts.

Mmo devs change the engines so much during development that they are very different from the tools they started with. SWTOR's downfall wasn't because of the HERO engine, it was because the devs sucked. It doesn't matter if TESO uses the HERO engine or not, all that matters is if they do a good job with whatever engine they use.
Aww, you guys listen to me! *sniffle*

These days you'd be pretty foolish to make a brand spanking new engine of your own from stem to stern. There is just no way you can compete with an existing engine that has had 10s/100s of thousands, or hell maybe even millions for something like Unreal, of man-hours of development, experimentation and most importantly testing. There are some exceptions to this (the Egosoft guys built their own Engine for X:Rebirth for instance), but you almost never want to build your own engine. I include assembling an engine using a collection of middle-ware as using an existing engine, I probably should rephrase this and say existing "tech".

Just about any engine you pick up for a large project will undergo massive changes, and there honestly is no shame in using HERO, never used it myself but I doubt it is really THAT bad. There are always limitations, you generally just trade one set for another with varying engines. Now, a good studio will either design their game first then carefully choose the tech that fits best, or if they must use specific tech design a game to take advantage of its strengths and mitigates its weaknesses.

In either case a developer MUST accept the limitations that are inherent in the choice and work around them. Major problems tend to occur when developers try to shoehorn incompatible design and tech together. Tons of time and money is spent and things never quite work out correctly.
 

K13R

Bronze Knight of the Realm
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I don't care what muffler/exhaust system or how hot your carbon fiber hood is, or how you chiped the engine its still a honda civic dude. Thats how I feel bout hero engine. You just don't show up with a donkey to run the Kentucky derby
 

mkopec

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So, once again, youre a clueless fuck? the "engine" has nothing to do with the "game" and how devs make it suck.
 

K13R

Bronze Knight of the Realm
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So, once again, youre a clueless fuck? the "engine" has nothing to do with the "game" and how devs make it suck.
What you own a honda civic? Read the MUST except the limtations part bro. Just like your 4 banger supe up civic.
 

mkopec

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SWTOR Art lead on the hero engine...

The reason they stuck with Hero Engine was because it afforded the rest of the team a functioning toolset that we could use right out the gate to get work done like greybox zones and start adding real assets and shaping the worlds. Sometimes companies have to pretend to build their worlds in 3ds Max for years until the client is ready to support them, which is a horrible nightmare because you can never see what it will really look like. It'd be like playing with legos with a blindfold on. Hero Engine also had the advantage of a live environment so instead of working locally and waiting for a build every day to see all your changes, you worked in the game itself and it allowed simultaneous development of the same areas, which meant more than one person could work on a piece at the same time. For these things it was hugely successful.

On the other hand, if the server or client wasn't working you suddenly had 400 very expensive internet surfers on your hands. If there were severe recurring issues with the latest build you had several days of unproductive developers. In a worst case scenario you irretrievably lose days of client work that everyone thought was getting saved. I swear to god there was a straight four-month period one time where I accomplished nothing at all.

By the end of the project any programmer would tell you that it wasn't Hero Engine any more. They pretty much did the equivalent of replacing each brick of a house with a different size and shape brick one at a time, or as one guy described it during a company meeting "trying to build the plane while it's in flight".

As for the engine itself, it had its quirks just like any other engine, but it wasn't so bad as a toolset.The main problem for art was that it just didn't support any modern graphical features and the lighting model was archaic.
 

K13R

Bronze Knight of the Realm
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Listen we can debate the skills of turd polishers ad nausum until i see a game that has been released on the hero engine thats actually hmm good (engine wise) then you can point the finger at the dudes polishing the turd. Ie just like when a turd is made out of the unreal engine. If you care to point me in the right direction of hero engine game that's good ill check it out. I say it a turd you say no it the polishers. Time well tell. More thsn likely it combo of both.
 
I think a lot of people get confused by the word engine anyways. In the case of Hero Engine, the entire product encompassed a client-side engine renderer, a server-side engine and scripting language, as well as a comprehensive suite of development tools. Throw in various middle-ware products and a ton of custom coding and its really an amalgam of code.
 

mkopec

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Listen we can debate the skills of turd polishers ad nausum until i see a game that has been released on the hero engine thats actually hmm good (engine wise) then you can point the finger at the dudes polishing the turd. Ie just like when a turd is made out of the unreal engine. If you care to point me in the right direction of hero engine game that's good ill check it out. I say it a turd you say no it the polishers. Time well tell. More thsn likely it combo of both.
So what was so fucked up with SWTOR, engine wise? compared to, say, GW2? Please explain....

BTW the above lead artist was not polishing any turds. When he wrote that was a year after release and he no longer worked for EA. He was talking candidly about SWTOR and and why the game failed. Lets put it this way, it was not the engine that failed SWTOR, not by a long shot.