Patrick K. Mills, the veteran developer of CD Project RedDefend animation Starfield By a gaming journalist who incorrectly compared it to that of Cyberpunk 2077. More precisely, we are talking about animation of human models.
@SynthPotato, who among others writes for RockstarINTEL.com and Naughty Dog Central, posted two clips comparing the animations of Starfield characters with those of Cyberpunk 2077 characters, noting that the animations of the latter are better and mainly attributing Starfield’s problems to those of Cyberpunk 2077. The engine of creation, Bethesda’s own engine. It’s a shame that the graphics engine has nothing to do with the quality of the animation.
Mills, who boasts titles on the caliber of Neverwinter Nights 2, Alpha Protocol and The Witcher 3: Wild Hunt, in addition to the aforementioned Cyberpunk 2077, then pointed to the core issue of his talk, explaining some concepts well.
If you don’t know, shut up
Mills: “I like Starfield a lot, so I’m not going to get into the main criticisms. But I do want to say that the way they handle animation compared to Cyberpunk 2077 is less about the engine and more about the engine.” The tools used and the design are related but not the same.”
Mills then explained that there was no reason why Starfield developers couldn’t do something more elaborate if they wanted to and used certain tools: “For them (improving the animation) is not fundamental for many reasons, and the great freedom given to players is one of the main ones, as well as the tools used, no “You can do the Jodi scene on the roof (which the journalist showed in one of the clips) because you can have that scene on hundreds of different planets, at any given time.”
Then Mills explained that Fixed scenes Starfield is more precise, such as the one that occurred with Constellation, but those that can occur in many different locations cannot necessarily be of the same level. So comparing those moments to Judy’s scene is incorrect simply because CD Projekt Red was able to predict every detail of the situation in advance, while in Starfield Bethesda had to create an adaptable system, certainly with less influence in individual animations, but more flexible to the type of game.
The developer went on to explain that each Main scene Cyberpunk 2077 has been years in the making. If Bethesda had done the same with Starfield, given the sheer amount of possibilities offered, it would have taken decades to close the game.
“instead of Bethesda He used the resources at his disposal to give the player as much freedom as possible. “He took the time to do something different and that’s great.”
Mills then explained that the number of complaints from players and press regarding engines are simply a result of this ignorance: “Not every game can do everything, and you can’t make a game that has all the features at the same level as the best in the industry, and it has nothing to do with the engine you use.”
Who knows whether Mills’ explanation, rational and reasonable, and emanating from a wealth of experience on the field, will dispel some of the players’ prejudices, which as we have seen often worry members of the press and those of influence, especially when talking about issues such as engine operation.
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