Theist_VII wrote: »Yet with the decline of content releases, it goes without a doubt that working the engine is taxing the process in a way that is not sustainable.
Our developers cannot produce content for us fast enough with Hero where Unreal is extremely easy to work with, so much so, that independent developers are making AA titles, by themselves.
Theist_VII wrote: »it goes without a doubt that [snip]
Our developers cannot produce content for us fast enough with Hero where Unreal is extremely easy to work with
Theist_VII wrote: »“There have been games produced by individual developers using Unreal Engine 5. The engine’s tools and resources make it possible for solo developers to create impressive projects, thanks to its user-friendly interface, Blueprint visual scripting, and assets like Quixel Megascans.
Several notable indie games have been developed by individuals or small teams in Unreal Engine 5, with many showcasing stunning visuals and innovative mechanics. For example:
1. “Mortal Rite” – A solo developer project that blends elements of Souls-like combat and roguelike exploration.
2. “Project Lilith” – Initially started by a solo developer, this dark fantasy action RPG showcases the power of Unreal Engine 5 with realistic environments and detailed character models.
3. “Dreamhouse: The Game” – A house renovation simulator, initially started by a single developer, featuring high-quality photorealistic graphics.
The tools available in Unreal Engine 5, like Nanite and Lumen, significantly reduce the workload for individual developers, enabling them to achieve higher levels of detail and realism without a large team.”
Yet, Zenimax have an entire team of dedicated developers, the things they could accomplish with Unreal would bring ESO up to modern standards, where it’s fallen behind greatly in all categories.
What once made the game innovative, is no longer unique to their product. I don’t just want them to adapt and improve, they need to.
Elvenheart wrote: »Theist_VII wrote: »“There have been games produced by individual developers using Unreal Engine 5. The engine’s tools and resources make it possible for solo developers to create impressive projects, thanks to its user-friendly interface, Blueprint visual scripting, and assets like Quixel Megascans.
Several notable indie games have been developed by individuals or small teams in Unreal Engine 5, with many showcasing stunning visuals and innovative mechanics. For example:
1. “Mortal Rite” – A solo developer project that blends elements of Souls-like combat and roguelike exploration.
2. “Project Lilith” – Initially started by a solo developer, this dark fantasy action RPG showcases the power of Unreal Engine 5 with realistic environments and detailed character models.
3. “Dreamhouse: The Game” – A house renovation simulator, initially started by a single developer, featuring high-quality photorealistic graphics.
The tools available in Unreal Engine 5, like Nanite and Lumen, significantly reduce the workload for individual developers, enabling them to achieve higher levels of detail and realism without a large team.”
Yet, Zenimax have an entire team of dedicated developers, the things they could accomplish with Unreal would bring ESO up to modern standards, where it’s fallen behind greatly in all categories.
What once made the game innovative, is no longer unique to their product. I don’t just want them to adapt and improve, they need to.
Are these games massively multiplayer online games with persistent worlds and tons of areas to explore, quests to do, and systems with which to engage?
spartaxoxo wrote: »They aren't limited by hero engine. It lets them make the type of games that they like to make and has been refined in house countless times.
They make sure the game works on old PCs and consoles. Given that this is a 10 year old game and that Covid prevented a ton of people from adapting consoles when the market to do so would have been hot, there's likely too big of a chunk of their playerbase still on old PCs and consoles to be able to afford to cut them loose. Because "What can they make?" isn't just about their engine. It's also about what their customers are using and money.
Theist_VII wrote: »Yet with the decline of content releases, it goes without a doubt that working the engine is taxing the process in a way that is not sustainable.
Our developers cannot produce content for us fast enough with Hero where Unreal is extremely easy to work with, so much so, that independent developers are making AA titles, by themselves.
Theist_VII wrote: »Yet with the decline of content releases, it goes without a doubt that working the engine is taxing the process in a way that is not sustainable.
Our developers cannot produce content for us fast enough with Hero where Unreal is extremely easy to work with, so much so, that independent developers are making AA titles, by themselves.
Are making, or have made i.e. completed and released?
I've come across a lot of "forum developers" over the years, that is posters who identify themselves or people they say they know as independent developers working on new games, but I don't recall any of them ever having completed one. I always wish them well, however, but delivering something as massive as a complete rewrite of ESO across multiple platforms on a new engine isn't remotely in the same league.
Theist_VII wrote: »“There have been games produced by individual developers using Unreal Engine 5. The engine’s tools and resources make it possible for solo developers to create impressive projects, thanks to its user-friendly interface, Blueprint visual scripting, and assets like Quixel Megascans.
Several notable indie games have been developed by individuals or small teams in Unreal Engine 5, with many showcasing stunning visuals and innovative mechanics. For example:
1. “Mortal Rite” – A solo developer project that blends elements of Souls-like combat and roguelike exploration.
2. “Project Lilith” – Initially started by a solo developer, this dark fantasy action RPG showcases the power of Unreal Engine 5 with realistic environments and detailed character models.
3. “Dreamhouse: The Game” – A house renovation simulator, initially started by a single developer, featuring high-quality photorealistic graphics.
The tools available in Unreal Engine 5, like Nanite and Lumen, significantly reduce the workload for individual developers, enabling them to achieve higher levels of detail and realism without a large team.”
Yet, Zenimax have an entire team of dedicated developers, the things they could accomplish with Unreal would bring ESO up to modern standards, where it’s fallen behind greatly in all categories.
What once made the game innovative, is no longer unique to their product. I don’t just want them to adapt and improve, they need to.
Theist_VII wrote: »lThe following post is detailing the move from Slipspace to Unreal 5. That should give you some insight on the experiences of a developer.
spartaxoxo wrote: »Theist_VII wrote: »lThe following post is detailing the move from Slipspace to Unreal 5. That should give you some insight on the experiences of a developer.
None of that address what I said. The reason that the game runs poorly on old PCs and consoles is because of the limitations of those machines, not the engine. ESO is massive because it's a live service game, not something smaller like Halo.
Theist_VII wrote: »spartaxoxo wrote: »Theist_VII wrote: »lThe following post is detailing the move from Slipspace to Unreal 5. That should give you some insight on the experiences of a developer.
None of that address what I said. The reason that the game runs poorly on old PCs and consoles is because of the limitations of those machines, not the engine. ESO is massive because it's a live service game, not something smaller like Halo.
Nobody other than you are talking about old platforms. They aren’t even part of the discussion.
Stafford197 wrote: »The engine does limit them, but not as much as you think. Blame should be placed on the “spaghetti code” within the game itself. In other words, the internals of this game were developed in a disorganized manner and is likely unfixable due to the sheer complexity.
Elvenheart wrote: »If I’m understanding that article correctly, it’s about a studio that is switching from Slipspace to Unreal 5 going forward from that point for new games they develop, not to go back and redo Halo Infinite with a different engine and rerelease it, right? I can see how this could be a good business decision for games going forward if the new engine is better and more efficient and easier to work with. I just don’t think that an existing game with so many moving parts could very easily or even at all be recreated in a new engine because that would be like reinventing the wheel.
Stafford197 wrote: »Why is the unique wisp flying free-movement mechanic in Lucent Citadel not present anywhere else in the game?
Here’s a creative idea…. ZOS claimed we could never swim underwater in ESO. Why not apply the wisp free-movement mechanic from Lucent Citadel to mimic this? “Water” in ESO are actually paper-thin planes which appear to be water and force the character into a swimming state once you contact them. So, simply put dark blue/watery effects on our screen when underneath a Water plane, have our character start doing different animations based on our directions, and decorate the underwater area. If we go to the surface of the Water plane we exit this free movement state. There - swimming in ESO!
I dont know of a single MMO that changed its engine, if WOW can use its engine for over 20 years what makes us think anything otherwise.