• 1 Post
  • 75 Comments
Joined 2 years ago
cake
Cake day: August 2nd, 2023

help-circle

  • This will be great for the workers, but I don’t think it will necessarily fix the issues in Bethesda’s organization when it comes to game development (and it won’t make them worse either).

    Given what we know from Starfield, Bethesda is really lacking when it comes to planning: they aren’t doing a good job at establishing a compact vision for the final product which also results in having issues to establish an agile workflow to get from start to finish. In the best cases, this results in ludonarrative disonance where the story isn’t really supported by the mechanics of the game (example: Fallout 4’s story incentivizes the player to hurry up and look for their son, but they assign a lot of resources into making sandbox mechanics such as those related to base building); in the worst cases, this results in teams returning the ball to each other all the time because they aren’t properly coordinated to build things in the way other teams of the studio needs them, which loses a lot of time and becomes even more glaringly obvious the larger the project is.

    The silver lining is: this problem isn’t so noticeable when the designers have the template of Oblivion in their minds and they’re making Skyrim, but it was going to be completely exposed when making the jump to a new IP (and thus a new universe), with a new engine, with some large design jumps such as ceding ground to dynamically created areas; so ES6 doesn’t have to be as much of a low point as it has been Starfield, as long as they’re conservative in their design choices. I’d vastly prefer the leadership of Bethesda to be completely reorganized, which would allow them to innovate by taking well measured risks, but I don’t have much hope for that scenario.







  • However, even when the project had been given the go ahead, Klindžić said the team was “set up to fail from the start”, due to not having been allowed a pre-production period. “Whenever we raised concerns about this and expressed we needed more writers if the deadlines were to be met, we were accused of not wanting to do our jobs,” Klindžić said.

    “Pretty much from the moment the writing team’s pitch was approved in August of 2022, the other teams started production,” Tuulik added. "We didn’t even really know what the story or the characters were gonna be, when art teams were already making first character and environment concepts. I’m sure you can see how this is a big problem, when you’re making a narrative-led game.

    “Essentially, the writing team had to work double-time from day one to supply other disciplines with work, whilst trying to write the first dialogues and sketch out the rest of the game at the same time. The writing team consisted of myself and Dora at the time.” Another developer added: “I don’t know if Dora and Argo ever felt in control.”

    Yeah, I’m going to go ahead and call the headline bullshit. It should also be noted that Disco Elysium had 8 writers, on top of Kurvitz, and Kurvitz himself still argued that he went through crunch. Current ZA/UM’s management is a disaster and nothing good is going to come from it unless a brick falls upon their heads, and they magically learn that making good games requires a lot of work, or if you’re a capitalist, a lot of investment.









  • I don’t know how it is in other countries, but Spanish high school math competitions are designed to test both logic and creativity. They’ll require you to use the material from your current year, but the way in which you have to apply that math isn’t obvious if your only competency in math is specifically passing high school tests. You don’t get a good score by being a proficient human calculator, but by applying good abstract analysis, which you should be able to apply in other areas of your life.