Bethesda proposed for a few days now Oblivion Remastered To the general public: despite the facelift and some optimizations, the RPG is nonetheless “old -fashioned” and resolutely modeled on its 2006 structure. Wherever you go, you will be entitled to loading times: this does not seem to be too embarrassing players (who are already more than four million on this overhaul) who are obviously nostalgia, but already a little more Starfieldlast project dated from the studio. To tell the truth, this segmentation and these loading times have always been there, whether in The Elder Scrolls or even Falloutand today we have an explanation from Bruce Nesmith.
Bruce Nesmith worked for a while at Bethesda: precisely, he was already working on The Elder Scrolls II : Daggerfall Before becoming a senior game designer ofOblivion has Starfield. In an interview with Videogamer, he returned to this way so characteristic of the firm to divide his cards. “Everyone who complains think that it is out of laziness or because we do not want to follow current trends. In reality, Bethesda games are so detailed and gourmet in graphics that it is impossible to combine both.”
In fact, he admits that Bethesda’s RPGs are fairly apart. For example, each piece or zone contains a ton of objects: the player can choose to leave items from his arsenal to a specific location and recover them as such, in the exact same place, when he wants it later. This simple principle then requires cutting the card with loading times, which it also qualifies as “inevitable scourge of Bethesda since time immemorial.”
“We cannot load the interior of all these places at the same time as the outside. It is simply not possible”he explains before adding that yes, he and his team have tried to make the world open … more open. “With all these sophisticated tips for streaming and loading, we end up having jerks. So it is better to stop the game, make a loading screen, then continue.”
Nesmith continue. “If you create a game with less action, the experience is more intense and not a real experience in open world. It is therefore a necessary evil, in a way, and no one at Bethesda never wanted to do it. We simply had no choice, if we wanted the game to offer the experience we wanted.” More than a trademark, these countless loading times are therefore inherent in the way of seeing and building from Bethesda. We will add that at the time of the ultra-fast SSDs, we ultimately come out rather lucky and that it should go well by improving.