Well; you could use that engine to produce something well-written, deep and interesting like New Vegas, but that still got dinged for being an absurdly bug-ridden release with serious performance issues. It was great despite the engine, not because.
There's some slightly-shonky open world engines that support some really impressive RPGs (eg. Baldur's Gate 3 on the Divinity engine - looks great but performance is arseholes) and some very impressive open-world engines that support some lightweight RPGs (eg. Horizon Forbidden West on the Decima engine - looks great and smooth as butter). And then you've got the Creation engine, which looks terrible and has terrible performance, and which runs bugs and glitches in a way that combines into (usually) very shallow RPGs.
From experience I know I'll be downvoted but it is a pretty goddamned impressive engine. And yes that is even considering that Skyrim was buggy, what, 12 years ago?
josh sawyer has said their engine has the best content creation pipeline he's worked with, which is probably why they're reluctant to give it up
but surely at this point they have to be doing something in the background to move to a different one. i seriously doubt they didn't try to get space-to-surface flight working, but evidently the engine didn't let them...which is more or less the same story as every other time they've tried to break out of the mold they've carved for themselves. it always ends up a janky mess.
whenever they build out actual new mechanics for the engine, like the settlement building in fo4, or the space flight in starfield, they're always just grafted on, rather than being interwoven with existing systems.
I really love your types of games. I admit I haven’t played through all of the most recent ones, but I’ve structured my PC builds around the Elder Scrolls series since Morrowind. I took 100 hours to play through Skyrim, then I took 200 hours to play through Skyrim VR. And you can tell business daddy that I even used a WMR headset to do it.
Your engine has enabled some great gaming experiences for me. I am not writing this comment to shit on your engine. Thank you for making it.
But we should all be clear with each other that to suggest it is “perfectly tuned” in any meaningful way makes you sound like you’ve lost touch with reality. I get that the dev tools and your process may be nice behind the scenes, but from the consumer side, damn no.
I think they (and by that I mean management) just don't want to spend the time getting the developers themselves up to speed on a new system. They've used the current one for so damn long, they likely based all scheduling on the fact that most of the people working there know it inside and out.
They've probably also put considerable work into the next project already and don't want to start over.
It makes sense. It would be pretty costly to train everyone there on a new engine and tweak the new engine enough to play nice with the kind of games they want to make.
Ubisoft is worse. I swear, AC mirage has the same issues, glitches and bugs that it has had since the first game. Switch the engine and rebuild from the ground up already. Stop releasing the same game reskinned
I do think they have a point: there's not many other engines I can think of that are quite as 'tangible' as theirs. Every object has its physical place in the world and can be picked up, manipulated,... in a way that's unlike other engines where the world just feels more static.