I’m not going to assume the way they made space is the same way they’d make a regular overworld in their older games. If it were easy enough to just do it like they always do, then they would’ve done it, I think.
No matter what I feel like that’s a pretty big deal, having seamless transition through space, and it’s not our place to armchair speculate that they could’ve done it without sacrificing much else, unless the person making the criticism is a crack programmer that could’ve stepped in there and been like “move aside, idiots, I’m here to cure all of your shitty design with ease and miserliness”
Sure, but I think it’s important to try to understand the limitations and costs of these things and why it wasn’t already like that. If you whittle it down to strictly design choice then it seems braindead simple to have designed it that way to begin with, so the true answer of why it was done is probably more complicated.
Should there have been less loading screens? Duh. If there were, though, there would’ve undoubtedly been compromises and a difference in scope of content in other areas. It’s worth criticizing, but at this point I doubt anyone from Bethesda could look through the internet without tripping over a “the loading screens suck” post
Well, we can see other games where they did sort out the loading screen complexity while also including all of that other stuff.
I’m not going to assume the way they made space is the same way they’d make a regular overworld in their older games. If it were easy enough to just do it like they always do, then they would’ve done it, I think.
No matter what I feel like that’s a pretty big deal, having seamless transition through space, and it’s not our place to armchair speculate that they could’ve done it without sacrificing much else, unless the person making the criticism is a crack programmer that could’ve stepped in there and been like “move aside, idiots, I’m here to cure all of your shitty design with ease and miserliness”
No, we can still criticize design choices of major studios by comparing output to other studios without being experts.
Sure, but I think it’s important to try to understand the limitations and costs of these things and why it wasn’t already like that. If you whittle it down to strictly design choice then it seems braindead simple to have designed it that way to begin with, so the true answer of why it was done is probably more complicated.
Should there have been less loading screens? Duh. If there were, though, there would’ve undoubtedly been compromises and a difference in scope of content in other areas. It’s worth criticizing, but at this point I doubt anyone from Bethesda could look through the internet without tripping over a “the loading screens suck” post