One distinctive feature of games developed and published by Bethesda is their in-house engine, the Creation Engine, which has been widely appreciated for its high degree of moddability. This affection for the engine persists, even as some believe it to be the root cause of numerous technical issues that frequently affect games based on it. In an interview with VideoGamer, former studio head Dan Nanni discussed the challenges that Bethesda might face if they were to switch from their own engine to something like Unreal Engine 5.
The developer explained, “To discard your engine and start anew, you’ll need to go through the entire process of starting over.” He added, “Unreal doesn’t automatically provide everything; you’ll have to construct it yourself. If you follow Unreal’s ideal path, then yes, you’ll have a team from Unreal supporting you. However, when creating a unique game in an unconventional manner, using systems that are familiar, it means you’ll need to make significant adjustments. This takes you off the ideal path.
Besides discussing other aspects, Nanni touched upon the challenges studios face when they choose to develop their own game engine. These challenges usually involve overcoming numerous technical barriers and the significant investment of not only financial resources but also a substantial amount of time.
Nani clarified, “Sooner or later, it’s about continuing the process of constructing an engine. The crucial aspect is whether this effort yields future advantages. You shouldn’t just focus on the immediate game launch; instead, consider the potential benefits for the games you might release five, six, or even seven years down the line as well.
Nanni elaborated that creating an engine usually involves a progressive, layered approach; additional features are typically added to existing bases. If a studio decides to switch engines, it often means abandoning years of previous work. Given this, Bethesda might be reluctant to discard all the efforts they’ve put into the Creation Engine.
He clarified that what he meant by “always iterations” is more akin to updates or versions. For example, Creation Engine 2 is an update of Creation Engine, and Unreal Engine 5 is an update of Unreal Engine 4. However, if you compare Unreal Engine 5 with the original Unreal Engine, their design principles are polar opposites. This transformation over time isn’t discarding the old and starting fresh; rather, it’s progression. If you were to completely start from scratch and create something new, you wouldn’t call it Unreal Engine 6 or any numbered version, but a brand-new engine entirely.
As a passionate gamer, I’ve been thoroughly enjoying Bethesda’s latest big release – “The Elder Scrolls 4: Oblivion Remastered”. This gem has graced PC, PS5, and Xbox Series X/S screens recently, and it’s not just an old friend dressed up in new clothes. No, they’ve used the powerful Unreal Engine 5 to enhance its visuals, but beneath that shiny exterior, it still retains the solid foundation of its original Creation Engine.
Looking forward, Bethesda’s next major title, “Starfield”, is also built on a contemporary version of their trusted Creation Engine. Can’t wait to explore what they have in store for us!
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2025-05-20 17:41