Why there are no ladders in Bethesda/Gamebryo games

Brother None said:
Some of you are wavering on personal attacks too much. I have to admit their programmers are kind of asking for it but leave off.

warsaw said:
We can make NPC's eat drink sit travel (to some extent) and sleep, but fuck if we know how to animate them goin' up a ladder.

It's not an animation problem, the problem is how do the NPCs react to the ladders. Apparently they couldn't code that.
To be fair Bethesda isnt the only company which avoids ladders. I know countless games which had issues with that but I admit most of them are somewhat old games. I think neither in UT, Half Life or similar games the AI was "smart" enough to use ladders. I think not even in HL2.

Why that thogh ? Well to be fair in most games the AI isnt all to smart anyway. Regardless of what you can read on the box its usualy just marketing. AI programming hanst changed all that much in the past years. While there have been a lot of changes pariticularly regarding path finding (the way how the AI navigates trough the game) they still work with scripts and many times those scripts do have issues. Hence why you see so many times the AI stuck in some object. Can someone still remember the hype around Half Life 2 ? When they explained how the AI worked that it would have some conection with the things around them so they explained that they would try for example to kick some door if the player decided to hide in some room ? Well they explained a lot. But in the game nothing of that happend. But you could still read on the backside of the box "best AI evaar!"

As BN said. Yeah they seem to kinda ask for it. But really when it comes to that Bethesda is not the worst company around. It seems to be something you dont see often in games. I mean seriously can you remember a game where the AI is using ladders ? I dont think there are many really. I have no clue why this seems to be so problematic but it might have something to do with how the AI is finding its way in the game.

I mean I hate Oblivion and Fallout 3 as much like anyone for the bugs, bad animations and such. But I think that has really not so much to do with their usual programmer oder coder. I doubt they work better or worse then the people in other teams (maybe with animations no clue). I think it has more something to do with how the people are guided. I mean just as example if you want to do something great like writte a very complex story and suddenly someone tells you "no lies in your story! And make it easy to understand for the 5 year old players!". Well ? What will you do now ? Quite your job cause you do not agree to "degrade" your work ? Or just do what the boss wants? Letz be realistic here. People get some order to do some work and they simply do it. If the shedule is to thight or people want something you dont doesnt mean much. You do your job as good as possible.

I remember how Todd explained for example how they do their "game development" and such in some interview where they do not have any real concept phase and simply go straight from the "brainstorming" to the actual "programming". To save time and money how he explained. Well what we got was Fallout 3. And without a reall thought out concept phase you get such situations where the theme of the game is in conflict with its gameplay or features. Like to have a theme of sacrifice at all costs but have companions with you that are imune to radiation (remember the purifier guys ...). Pretty stupid. Good games avoid such nonsense in story usualy by thinking about it BEFORE programming.
 
I don't get it. Ladders are probably even easier to use for pathfinding, since it's just two nodes(start, finish). The hard part is finding the nodes in the sea of polygons, but the nodes are already defined with a ladder.
 
well it must have a reason why dunno 80 or 90 % of the games I know at least never had AI using a ladder (they seem to know how to run around in circles though)
 
Dario ff said:
I don't get it. Ladders are probably even easier to use for pathfinding, since it's just two nodes(start, finish). The hard part is finding the nodes in the sea of polygons, but the nodes are already defined with a ladder.
FO3 use nav meshes and not node waypoint but i am to puzzled why they cannot make ladders.
my guess will be processing power and memory consumption connectivity graph takes a lot of space in the memory so the area is divided to sectors to simplify the process, thus making a ladder is pointless since the AI cannot see past its sector so its cannot calculate which path is better going up the ladder or just going from the other way...


btw alpha protocol got working ladders but iirc every where is seen the AI use it was always a linear area.
 
Todd Howard said:
Play our game; find a ladder that you can use. (...) It just felt like we're game development pussies because we can't do ladders.
This just shows how pigeonholed they are at Bethesda. They just do, in their own words, "what they do well"... and it looks like ladders are not included.
This confirms to me that no matter how much interest they could have had in making a true Fallout game (if that had ever been the case), they'd have never been able to pull it off (not because of their "ladder problem", but because of them not doing "what they do well").

dustin542 said:
I guess they forgot how to code ladders/climbable surfaces after Daggerfall or they fired the guy who did.
That sounds like a good theory to me. Maybe that loss was part of Beth's process of firing programmers in order to hire PR people in their place.

Brother None said:
TES V still using GameBryo seems exceedingly unlikely, no matter how much they tweak it up. I guess it's possible, but I'm not sure even this game press would let them get away with that.
Well, considering the "what we do well" quote, I'd guess that the chances of them re-using GameBryo aren't that low. As for the game press, give them a chance: they surely can surprise you one more time...
 
To be honest, the ladder thing didn't bother me as much as when I played Oblivion as the rain coming through the roof in terms of level design stuff/programing. Thatch or wood I can see leaks, but concrete/marble/caves/etc? And it's not "drip drip" it's just straight rain falling. For a company talking about immersion so much it seemed this was a big step in the wrong direction from that.

Their AI is notorious for it's genius though (sarcasm)... I remember early video's of how to make the guards kill people in Oblivion. To lazy to hunt video's down but they shouldn't be to hard to find.

All in all though I could deal with these things if they didn't have the launch bugs they do. As expensive as these things are it does me no good if I have to wait two weeks or more for a patch so I can play it the way it's meant to run.
 
Brother None said:
TES V still using GameBryo seems exceedingly unlikely, no matter how much they tweak it up. I guess it's possible, but I'm not sure even this game press would let them get away with that.
GameBryo its actually a good engine (although i'll not admit it past this point - bias) but i agree there is not much beth get from it especially since its development was stopped.

and there is no point in trying to squeeze more juice from this horse when they bought a very impressive new engine, so i doubt we will see any projects published by beth not using ID tech engine, unless its absolutely will require some middleware integrations that ID tech is not yet supports.
 
While we were on the subject a few pages ago, from this IGN article, it seems like Beth really isn't going to use Tech 5. They are not going to use the same Gamebryo engine though, if Todd is to be believed:

Bethesda Game Director Todd Howard explained in a separate interview with IGN that his game would not use id Tech 5. The studio's new engine built for its upcoming title is more beneficial to creating huge, open-world games, such as Fallout 3 and The Elder Scrolls IV: Oblivion, while id Tech 5 is better for more contained environments.

"We decided to really reboot our technology after Fallout 3, so we had been making plans for that and started doing some things. The id thing came along later, so it's a mix of that plus the kinds of games we do are a bit bigger and more dynamic.

"Id Tech 5 is the best thing in the world at doing a very static environment that looks pretty and you're going to run through. But for the kinds of things I like to do, I like the world to be more dynamic."
 
Well. ladders are sometimes funny in shooters, when used by AI.
Hm, Alpha Protocol has it.
Enemies became good target when climbing, they can do wrong decision in pathfinding and run too long for ya.
In melee games it's more needed.

No ladders in Capital Wasteland is not so bad for gameplay, but saying thar our people/engine can't do it...
 
Can I ask, if it does turn out that they're still using Gamebryo, is it impossible (or will Bethesda say it's impossible) to have good textures (especially on faces)?

That's one of the worst things about the engine, its graphical qualities are in the toilet. I've seen modders do better jobs at texturing faces, so I don't think it's the engine holding it back, just Bethesda's incompetence. And if they keep going down that track, I don't think advertising money going to IGN will save them from critics.

Now they have Id Tech 5 in their utility belt why wouldn't they use it? Too lazy to program a game for a whole different engine?
 
Reconite said:
good textures (especially on faces)?
1) Consoles? No.
2) Low-end PC? No
3) A lot of work? Yes, if you are game development pussy.
4) Postapocaliptic world must be ugly? Yes, if you are game development pussy.
5) True Fallout has ugly engine? Yes, if you are idiot.
6) People buy everything with trademark. So true.

Good textures on faces only is bad. Good textures everywhere is very hard (Reason #3).
 
Reconite said:
Can I ask, if it does turn out that they're still using Gamebryo, is it impossible (or will Bethesda say it's impossible) to have good textures (especially on faces)?

When i played Oblivion i ran a mod which quadrupled the texture resolution. Having bigger texture's isn't a problem, but the resulting power required to run the better graphics meant a console wouldn't get a playable framerate (Although from what I've seen of Oblivion on the 360 that's not really changing anything)

Can they make it look better? Yes.
Are the likely to? No.
 
Incidentally, this was the same excuse Bethesda used to explain why the Levitate spell had not been implemented for Oblivion ... the AI could not handle it.
 
Maybe in 2015 bethesda will be able to harness ladder technology. Until then we can only dream about what the wondrous future holds.
 
Deimos said:
Reconite said:
good textures (especially on faces)?
1) Consoles? No.
2) Low-end PC? No
Thats not true. Good facial expressions can be achieved even with lower hardware there have been games older then Oblivion and they managed to do more authentic faces and expressions.

It really has to do with how much time you spend with the animations, the bones and such. That better textures and higher graphics make it look better is obvious. But even with the best engine and best textures around Oblivions faces would still look shit for example cause they are as flat like a pancake and almost everything on it is looking wrong.

Kotor 1 was released around the 2003 Oblivion 2006 and Kotor managed to do better faces and expressions then Oblivion ever had. Or Fallout 3 for that matter.
 
Back
Top