• @[email protected]
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    74 months ago

    There have been stories of Todd Howard ‘seagulling’ basically coming into meetings, shitting out ideas that he wanted teams to work on and flew the fuck out of there. It is highly disruptive of a boss to do this; as the dev teams would know how to handle things. It would be nice that if they could optimize their team structures and produce better games as a result. Being in a union would give them better control over their working conditions.

    • @[email protected]
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      44 months ago

      That and his mid 90s dev tendency of bigger equals better probably doesnnt help. Starfield for example shouldve been four systems total, with maybe an independ special one or two. Seriously he focuses on size way too much, especially when Bethesda games dont even do a good job at using strategic emptyness.

      • @[email protected]
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        14 months ago

        Yeah, sometimes big games aren’t all that great; if the focus of a game is diluted too much, the end product becomes mediocre in nature. It shows with Starfield as it’s a bloated mess with little care and attention focused on the core, essential features! Strategic emptiness is such a powerful tool, yet very few devs effectively utilize it.

        • @[email protected]
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          24 months ago

          The worst part is nearly all of the Bethesda games up to about Fallout 4 use strategic emptiness pretty well in a lot of areas. So its not like they dont know how to do it, but its almost like that bigger is better issue bled in too much and resulted in cluttered maps.

          • @[email protected]
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            24 months ago

            Morrowind definitely did from my memory! Yeah, the gaming trend they’ve decided on would be to fill maps with more shit and call it good. I miss those well made maps, that were smaller in scale but were handcrafted with care. Bigger is better tends to lead to worse outcomes, unless the team puts in the hard work…

            • @[email protected]
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              24 months ago

              Yeah a lot of games embraced that style and it doesnt really work. Less is often times more, that isnt to say you cant have big maps look at rockstar games. But you have to be careful on it, if you are going to make a big map include empty space where the player can feel tense about threats or just kinda vibe. Stalker actually does that type of thing pretty well, also I have not been more panicked than playing Stalker Gamma and getting jumped by five cats at night in a thunderstorm cause I thought I killed everything on the way in.