Poll: Bethesda Softworks - What is up with these people?

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LWS666

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Nov 5, 2009
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i lost trust in bethesda with mothership zeta. they took an open ended game with a huge map and thought people would like a linear, one ending story with 90% of the ship being non-accessible after completing it. and after point lookout got so many good reviews for its large map you'd think they'd have realised that FO3 fans don't want MZ.
 

RatRace123

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Dec 1, 2009
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I'm not a big Bethesda fan, their RPGs always seem a little off to me. (Ugly fat-faced characters standing ram-rod stiff while talking to you, being voiced by the same 3 people) I did however enjoy WET, but that was only published by Bethesda.

I guess I would still trust them, but they need to work on their controls, Fallout 3 was a pretty bad controlling game, you had VATS as an option, but becasue (on the console at least) you're shooting controls were so terrible you had to use it all the time, that or waste what precious little ammo you had trying to score a headshot for yourself. Despite all this when When Fallout: New Vegas comes out, I'll probably get it. As an RPG developer, they're OK, but I prefer Bioware.

Also, Pie.
 

Spectrum_Prez

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NickCaligo42 said:
No, it's not. I haven't even played the first Fallout games and I can tell you that Fallout 3 isn't Fallout, it's The Elder Scrolls: Post-Apocalyptic Edition, but it's marketed as the next entry into the Fallout series proper. To a fan of the series it'd be like if you picked up, say, God of War 4, but instead of getting God of War you got an open-world Grand Theft Auto clone set in Greece and with a God of War theme, or if you bought a Zelda game and got a Bioware RPG with a Zelda theme instead. It's a completely different game; not even necessarily a bad one, but it's definitely not what you paid for, and people who're fans of Fallout but not of Bethesda's style have good reason to be angry about that. This is the same feeling that a lot of people had when they bought Brutal Legend expecting it to be an action-adventure game and found themselves playing an RTS instead. The fact is that if Bethesda got their hooks into a franchise that you liked and turned it into a differently-themed clone of The Elder Scrolls you'd be pretty pissed too, and rightfully so.
Oh wow. I've never played either a God of War game nor finished a Zelda game, but I would buy either of your mash-ups in a heartbeat.

I'll trust Bethesda Game Studio's in-house productions to the ends of the earth, if only because they have a winning formula that is nigh impossible to screw up too badly. Even Oblivion, which couldn't hold a candle to Morrowind, got around 200 hours out of me. Fallout 3 got around 300 and I don't even bother counting for Morrowind anymore.

But if they really want to improve, they need to work on a few things:

1) Quality Control aka Bug testing. I'm pretty convinced that the enormous amount of bugs and glitches in the Bethesda engine is a direct result of the huge number of scripts running throughout the single exterior world. Nobody wants to throw out the single most important part of their signature gameplay style, so its going to be a matter of sitting down and running through their games many times. In a huge non-linear level, it takes a lot more time and energy to check every rock from every angle for mesh errors, but it has to be done if Bethesda wants to lure in more casual gamers.

2) Character animations. This is the one technical area where they have really fallen behind the pack, and, again, I think this has a lot to do with the level design. Given a huge world with a greatly varied topography, climbing and running animations become a nightmare to make. There are basically three options here: 1) Put a lot of effort into making a next-generation mind-blowing highly-intelligent animation system that functions naturally over all sorts of angles and slopes, but might not actually be achievable and could suck money away from other departments, 2) Design the world map to only have certain surfaces or angles so as to be animation-ready so to speak, or 3) Throw away 3rd person vanity views and just make future games 1st person only. I'm in favour of the last option because of another inherent contradiction - designing a game that can be played in 1st AND 3rd person views is counter-productive. In first person view, you try to make gameplay as responsive as possible, which is impossible if you have elaborate movement animations that are necessary to make 3rd person view actually bearable. Thus Bethesda should drop 3rd person view or limit it further, rather than falling between two stools.

3) Storyline (for both flagship series) and art direction/world design (for TES especially). I got the best out of FO3 and TES4 when exploring the world by myself, going off the beaten track and doing stupid things out in the wilderness. This was great, but it also reflected the relative weakness of the main plots in both games. I agree with the commenter above who noted that as far as decisions go, there weren't really that many to make. Certainly, Bethesda doesn't have the same calibre of writers as Bioware does. Morrowind had a much better main plot and, more importantly, had significantly more interesting side missions/factions. The interplay between politics (Great House disputes/colonialism theme) and religion (Divines vs Tribunal) was engaging and was very effectively translated via cultural conflict into the art design. Oblivion really lost out in this respect, although Fallout 3 did make some amends, but I would hate to see Bethesda slide even more backwards in this respect.

4) Combat. The only area where Oblivion was superior to Morrowind (aside from graphics and other technical issues) was in melee combat, but it was still difficult and unintuitive. It remains to be seen whether 1st person perspective can be married with melee combat, but I'm sure they have a whole team rethinking this critical weakness. I've heard that ZenoClash has something good to say on this front, but I haven't had time to grab that yet. Fallout 3 has different problems obviously, namely VATS and the broken aiming system without VATS. For starters, they should decide whether the game is supposed to be played with or without VATS and then stick consistently to that decision. They need to prioritize one and redesign the other as a helping hand for the first. Either, tighten up aiming and make VATS something you use in real-time (and, fergawdsake, get a new aiming reticle), or rebalance VATS and teach people that you're supposed to be using it all the time, like a combat mode.

5) Voice acting and NPCs in general. Bethesda makes some really memorable NPCs but tends to mix them in with a lot of very boring generic NPCs. This is somewhat unavoidable in a game with thousands of people, but I'm sure there are some hungry unemployed English-major graduates out there on the job market that could churn out a few more tomes of day-to-day dialogue in a hurry, plus some waiters in Hollywood they could throw in to liven up the stale batch of voiceactors they have been using.

Last of all, and this might be a bit controversial, don't take on too many projects at once and don't tinker with what isn't broken. Fallout 3 really took Bethesda into the mainstream and if they want to stay there they have to produce quality as well as quantity. If they stretch themselves too thin, I'll really start to get worried.

/long ass-post
 

masakoz

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wet and rogue warrior is a perfect example of bethesda trying to makeing a story.which they are incapable of doing
 

Poofs

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Nov 16, 2009
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technically they didnt "Make" any games this year so i still trust them to do well
 

geldonyetich

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If you think Bethesda has anything near a record of perfection, you know nothing about their history.

Future Shock, Sea Dogs, Redguard, Battlespire, Daggerfall - the list goes on and on - these were all games prone to nasty crashes, glitches, and compatibility issues.

No, any real fans of Bethesda have long crossed the line of "trusting" them to do better and have forgiven that they won't always do great but they do seem to try to forward the genre and that keeps things interesting.
 

NickCaligo42

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I have great respect for anyone who puts this much thought into their post. :)

*puts his long-ass reply glasses on*

Spectrum_Prez said:
Oh wow. I've never played either a God of War game nor finished a Zelda game, but I would buy either of your mash-ups in a heartbeat.
Pfft. You know, I imagine a lot of people would, if only out of curiosity, but my point was more that 90% of them would be extremely irked if they were sold as main entries into the franchises rather than spinoffs.

Spectrum_Prez said:
1) Quality Control aka Bug testing. ...but it has to be done if Bethesda wants to lure in more casual gamers.
You think they have a ton of scripts running all the time, but consider how much of each game is just open wilderness with monsters walking around in it and re-think that. For the player, stumbling on every bug in the game is very hard to do because you don't know where everything is. Bethesda, though, as game developers, has every single location on the map meticulously catalogued and documented, and making a checklist and sending testers through each one isn't all that hard for them to do. Maybe a bit expensive, but that's the only excuse they really have--unless they just never made a design document, which would make them unprofessional and lazy, and which I'm pretty certain they did. Fact is that almost no company responds well to the testers' criticisms and bug reports because at that point everybody's under a ton of stress and the final deadlines are mounting fast, so things end up feeling a little bit rushed at that point...

Spectrum_Prez said:
2) Character animations.
Animation's not as big an issue as you'd think. The fact is that animation is animation one way or another, all the characters in the game are animating all the time--even in idle cycles--and good keyframe-based animation is just as process-intensive as bad keyframe-based animation. While there is something to be said for more complicated animation systems like in the Uncharted series, where it's always blending different things and referencing IKs to put peoples' feet on the right planes of elevation and all that, they don't need to go that far to put together more attractive motions. Technical limitations aren't really the issue as I see it. The real problem is that they honestly don't give a crap what their games look like, as evidenced by the huge disconnect between Morrowind and Oblivion, wherein they jumped from a really surreal fantasy look with lots of organic structures and alien-looking lifeforms to about as vanilla and generic a medieval fantasy setting as you can possibly come up with.

The reason for this is that Bethesda has next to nothing to do with the artwork in their games. Virtually all of it is outsourced to a studio called Massive Black, and Bethesda itself is mainly responsible for programming and implementing the game--and their implementation is extremely clumsy, if you know what to look for. If you compare the combat of, say, Devil May Cry 3, God of War, or even Kingdom Hearts to the combat of the Elder Scrolls games and Fallout 3, the key difference is that GoW, DMC, and KH give you a choice between moving or attacking--you don't do both at the same time except in the instance of very specific attacks that're meant to close gaps, and they're usually very explicitly animated for the purpose of encompassing very specific areas of effect. From a design standpoint this introduces a choice that challenges the player to put more thought into what they're doing. From an artistic standpoint the characters just perform more realistically; in real life, if you've taken basic martial arts classes, you know that you never make a melee strike while trying to run or walk--you always need to plant both feet on the ground in order to get stable footing and put your weight into an attack. Even Phantasy Star Online got that right. In Bethesda games, though, you run around and swing your weapon like a madman without any trouble or any sense that you're planting your feet. The actual implementation of this sort of thing isn't all that hard, it's just that most game developers, for first-person games in particular, tend to overlook this sort of thing a lot. For the Elder Scrolls games in particular I'm not sure how much they even think about the collision on their weapons; a lot of the actual gameplay comes down to simple mathematical interactions, like in Diablo, and the 3D world is more just a formality to put a presentable face on it. You'd think Massive Black, who has some of the industry's best artists, would do better with the animations than they do in these games, but they also have to work with the technical specs that Bethesda's programmers and designers give to them--which reflect their limited understanding of how most forms of movement and combat behave.

Spectrum_Prez said:
3) Storyline (for both flagship series) and art direction/world design (for TES especially).
Again, Bethesda had next to nothing to do with art direction. Mostly they come up with a list of modular pieces and throw them to Massive Black to put together instead of contracting their own artists. I think they use some of their own guys for a couple of things, and certainly they had to get a bit more organic about it when they made Fallout and had a bajillion pieces of junk to make, but they're just not involved. Being mainly programmers who fancy themselves as game designers I don't think they're all that interested in writing, either, and in order to retain some of the quality of interactions from Morrowind they'd need to revamp their pipeline a bit. As it stands I imagine that they just assign different level designers to different landmarks on the map, so while each area is fleshed out in fair detail they hardly pay any attention to the interactions between them but in a few very specific instances. In their case they have a rare opportunity to assemble the world and then figure out all the major interactions of it after the fact, having designers explore it and go, "you know what would be an interesting quest here?" and then going back to implement it. They could make the setting, then worry about telling the stories with it later. A hundred to one odds says they'll never think of that, though.

Spectrum_Prez said:
4) Combat
I'll agree that Oblivion stepped it up quite a bit, mainly for the fact that you can guard manually and they ditched the fatigue system. It felt a lot more real and in-your-face, but it still suffers from all the problems I talked about above. Combos and attacks aren't really thought-out, you just spam the attack button until things die. As for the aiming system in Fallout, well, I gotta agree with Yahtzee when he says that shooting and RPG elements don't mix too well. Nobody wants to start the game with bad, shakey aim and work their way to more responsive controls. I'll say that I actually enjoyed using VATS a lot, and they should've found a way to bring it to the forefront of things without slowing down the game so much.

Also: PLAY ZENO CLASH. It really has one of the best first-person combat systems around.

Spectrum_Prez said:
5) Voice acting and NPCs in general. Bethesda makes some really memorable NPCs but tends to mix them in with a lot of very boring generic NPCs. This is somewhat unavoidable in a game with thousands of people, but I'm sure there are some hungry unemployed English-major graduates out there on the job market that could churn out a few more tomes of day-to-day dialogue in a hurry, plus some waiters in Hollywood they could throw in to liven up the stale batch of voiceactors they have been using.
"What are you shooting at?"

"Anything I want, my dear! Anything I want!"

Yeah, I gotta agree with you on this one. For every really clever line of dialogue and every really inventive character there's a hundred boring ones that feel like they'd somehow be better served with 100% text instead of voiceovers. Not much else to say other than, yeah, they oughta' set aside a little more of the budget to pick up any of the hundreds of starving voice actors out there to do a little work as extras.

In general those are all just examples of how Bethesda pays little attention to a lot of things past the superficial surface elements of their games. Like too many RPG developers these days they really just go down a checklist of common elements that conform to their general style and mark things off as they go rather than putting thought into what to do in order to make them satisfying and engaging. They've grown complacent and don't ask themselves why there's a melee combat system, what purpose it serves, they just know their game has to have one because all their past games have one--and that applies to virtually all the other elements of their games. It's the same problem I see with Bioware's games, which are also getting increasingly more shallow, but to their credit they at least have been polishing the hell out of their presentation and pushing forward on that field, where Bethesda's kind of a one-trick pony.
 

No_Remainders

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CJ1145 said:
No_Remainders said:
flaming_squirrel said:
No_Remainders said:
Personally; I haven't ever liked Bethesda. I wasn't a fan of the Elder Scrolls series and for me; Fallout 3 was a disgrace to the series.
Oh dear, someone's a little stuck in last gen.

The first 2 Fallout games were indeed great games (Tactics was shit), and whilst they were very different to F3 that does not make it a bad game. That's like comparing any current FPS with Wolfenstein 3d and stating "OMGZ IT SUX CAUSE NOT THE SAME".
It was a re-skinned version of Oblivion - a game which I loathe more than the Halo series... Need I say more?
No, you don't, because it just became obvious that you only exist to hate things because they're popular. Saying you hate Halo and Fallout 3 in the same sentence is the biggest sign of an idiot that only hates games because other people like them the gaming industry has at the moment.
Except that's a total fail because now you're just being presumptuous.
Call Of Duty, Assassin's Creed, Killing Floor, Half-Life. Need I say more? I just kinda beat you there because they're clearly all quite popular.
 

No_Remainders

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BrotherhoodOfSteel said:
Unless tell me a way to show your experience more exciting don't complain.

And if this is about how to get XP, every game just has you fight. That is it. Fight, Level up, repeat.
Obviously nobody seems to understand that my problem is with the method in which you fight.

All you do is click a button to enter VATS, choose the body part (the head, unless you're stupid), and click another button and the result: You win; enemy doesn't.

Bethesda tried disguising an RPG as a FPS. It was completely pointless for them to give us the option to free aim if all they'd do is make it so unbelievably innacurate that you can't actually use it unless you want to wander around picking everyone's pocket and stealing repeatedly so that you have money for the stupid amount of ammo you'll be wasting.
 

MercurySteam

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Trotgar said:
Bethesda published Wet and Rogue Warrior, they didn't make them.
Indeed Wet was the second orphan Bethesda adopted (after Fallout 3). You could say Bethesda is there when other game developers/publishers aren't.

EDIT: In case anyone cares, Wet was developed by Artifical Mind and Movement (A2M).
 
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No_Remainders said:
BrotherhoodOfSteel said:
Unless tell me a way to show your experience more exciting don't complain.

And if this is about how to get XP, every game just has you fight. That is it. Fight, Level up, repeat.
Obviously nobody seems to understand that my problem is with the method in which you fight.

All you do is click a button to enter VATS, choose the body part (the head, unless you're stupid), and click another button and the result: You win; enemy doesn't.

Bethesda tried disguising an RPG as a FPS. It was completely pointless for them to give us the option to free aim if all they'd do is make it so unbelievably innacurate that you can't actually use it unless you want to wander around picking everyone's pocket and stealing repeatedly so that you have money for the stupid amount of ammo you'll be wasting.
God dammit.

GOD DAMMIT!

Scrounger perk! You get the ammo you need!

Increase Small guns! Energy Weapons! Accuracy increses!

The Mill! Free Ammo!

VATS IS THE MAIN FIGHTING SYSTEM TO USE!

WHY DO YOU THINK THERE ARE SO MANY GODDAMN PERKS FOR IT!

You know what? Screw it. You can't seem to understand the feasible reasons why Fallout 3 is good. Yes it has faults, but they were over come by other great things. So kind sir, I bid you farwell, for there is no need to speak to you again.

Also to everyone else reading this, I'm sorry for the rage.
 

kinky257

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ctrl-alt-postal said:
Well, as far as interplay fanboyism on account of Fallout 1+2, I have two words: Troika Games.

That's the company that was founded by the creators of the Fallout franchise, after they left interplay. And they next went to work on Arcanum. Unfortunately, Troika went bust.

See here: http://en.wikipedia.org/wiki/Troika_Games

My point here being that none of the original people responsible for fallout are at interplay, so I am all for Bethesda making this MMO (not that anyone from the original FO design team is there, either, they are just more equipped financially and developmentally).
Not that I even believe that the FO universe can be translated well into MMO, but I won't judge it before I see it.

OT, as far as 2009 being a bad one for Beth, sure, it happens. Did they actually lose money on WET or Rogue Warrior? Time will tell...
Trokia went bust after shipping Vampire the Masquerade: Bloodlines. Some of them went to Bioware, some went to Obsidian and some went back to Interplay. I remember reading on the escapist some where (probably the announcement of the fallout MMO) that Chris Taylor had gone back and he was one of the lead designers on the first two games.

As to the OP and the law suit. When you don't enforce strict dates for completion especially for some thing like securing finance with which to actually make the game, things like Duke Nukem Forever happen. Though expecting a company like interplay that is straddled by massive debts to drum up investment is probably a little optimistic. You also ask why didn't Bethesda begin work on an MMO when it was obvious that interplay couldn't manage it? Because that would of put Bethesda in breach of contract and guess what interplay would of done then.... that's right they would of sued them for every penny that they could get.
 

CJ1145

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No_Remainders said:
CJ1145 said:
No, you don't, because it just became obvious that you only exist to hate things because they're popular. Saying you hate Halo and Fallout 3 in the same sentence is the biggest sign of an idiot that only hates games because other people like them the gaming industry has at the moment.
Except that's a total fail because now you're just being presumptuous.
Call Of Duty, Assassin's Creed, Killing Floor, Half-Life. Need I say more? I just kinda beat you there because they're clearly all quite popular.
Wait, wait, hold up. You lost me in that hurricane of stupid. I say that you're being an idiot because you give no reason for hating games; you just hate popular games. Your response is to Name more popular games? And then declare that you have won?

Words can't begin to describe how stupid that is.
 

Icehearted

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To a degree I'm actually with No_Remainders on this one. Fallout 1 and 2 were phenomenal games, Fallout 3 was Oblivion with guns and terribly odd aiming mechanics. Don't get me wrong, I differ from him in that I actually enjoyed Fallout 3 as much as I played it, but in all honesty it feels like it's really not a part of the main Fallout universe. If they'd have called it "Fallout Adventure" or "Fallout East" or some other variation that didn't include it as the third of what is now a trilogy, I doubt there'd be any debating as to it's legitimacy as a game. It didn't play, sound, look, or really feel like Fallout. They honestly "nuked the fridge" on this one.

As for this Troika business; Arcanum was another outstanding game, but it was not Fallout. Vampire was also a great game, and I felt it was a real shame it didn't sell better, but from what I remember it was build with the Source 2 engine (which was developed for Half-Life 2) before Half-Life 2 was released, so it was pretty powerful and demanding for it's time, and only the best PCs could run it, kinda like Crysis was when it came out.

I don't think a Fallout 3 MMO is a great idea. I could fantasize all I want about a big immersive world full of other vault dwellers teaming up to take on radscorpions or mutants for loot, but the thought of it being WoW with guns upsets me. No grinding, no aimless killing of tens of thousands of giant ants just to level up, or a big nasty world full of fetch quests in areas where I can be ganked while I'm trying to off my 89th raider hoping he'll drop that last damned bandanna I need so I can turn in this damned quest because my bags are full. Blizzard own that genre right now, and if Interplay or anyone else wants in on that cash cow they should buy stock in Blizzard, because nothing's taking that crown away until Blizzard decides to do it themselves. WoW's not even a great game, it doesn't have to be, all it has to be is popular, and right now it is to MMOs what Paris Hilton was to reality stars; cheap, shallow, the richest and most popular, and clearly the least likely to evolve into anything better than it is now.

So maybe Interplay needs to be shot down, and this idea needs to be buried and forgotten before it becomes a sinking ship. I don't know, either way I'm getting off my rantbox before I get any more pissed off at Blizzard in a Bethesda thread.
 

ctrl-alt-postal

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kinky257 said:
ctrl-alt-postal said:
I remember reading on the escapist some where (probably the announcement of the fallout MMO) that Chris Taylor had gone back and he was one of the lead designers on the first two games.
OK, you are correct, at least one person from the original team is there. Still, a lot of the talent that made FO1+2 is not.

kinky257 said:
You also ask why didn't Bethesda begin work on an MMO when it was obvious that interplay couldn't manage it? Because that would of put Bethesda in breach of contract and guess what interplay would of done then.... that's right they would of sued them for every penny that they could get.


OK, I should reword what I mean.

I did not actaully ask "why?", as I know the answer:

I do not advocate ANY party involved to break contractual obligations, they made them, and now must continue them. But I would have liked to see Beth handle this one, personally. If one party comes out in breach of contract (whichever) then that's how it'll play out. I won't be jumping up & down in "huzzah" or "!@#$%", I just think on a reasonable assessment, Beth is better placed to make the better version (regardless of whether the idea is sound to begin with.....)


Icehearted said:
.

As for this Troika business; Arcanum was another outstanding game, but it was not Fallout.
Was not claiming it was, just that it was a great game, and came into being with the talent from the fallout crew. Who, with one or two exceptions, are no longer associated with interplay.
 

Squiggums

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.... No Remainders = Butthurt.

Also, I really enjoyed Oblivion and absolutely LOVED Morrowind, and I hope they make an Elder Scrolls 5 soon, I'd love to have good graphics, Oblivion-like gameplay, and Morrowind-like immersion. All in one. :O