Skyrim's lead designer thinks Bethesda should stick to its in-house engine: 'The benefits that you get from switching to Unreal Engine are probably not going to materialise until two titles down the road'

M'aiq the Liar, a khajiit
(Image credit: Bethesda)

Through the years of Bethesda games suffering from rocky launches, spectacular bugs, and erratic physics, there's been a common refrain from the fans: ditch the engine. Originally Gamebryo, nowadays the Creation Engine, Bethesda's in-house platform, has been seen as the root of all evils in The Elder Scrolls and Fallout, the supposed cause of everything from instability to floaty combat to lumpy potato faces.

In an interview with PressBoxPR, however, former Bethesda veteran and Skyrim's lead designer Bruce Nesmith has defended the studio's continued use of the engine, pointing to the huge disruption that would be caused by a changeover.

"The Creation Engine has been tweaked to serve Bethesda’s purposes for so many years, decades really, that at this point, it's probably a wiser bet to keep working with it," he says. "The benefits that you get from switching to Unreal Engine are probably not going to materialise until two titles down the road… If there's something you see that is only possible in Unreal, put it into the Creation Engine."

(Image credit: Bethesda)

Though Bethesda's software does clearly have its quirks, it does tend to be true that fans are a bit too preoccupied with engines as a source of gameplay problems—and unrealistic about how much work is involved in switching. BioWare, for example, had enormous difficulty moving Dragon Age and Mass Effect over to EA's Frostbite engine, leading to protracted development periods and cancelled projects.

Meanwhile, the famous bugginess of Bethesda's games is likely far more due to the sheer scale of the projects than any inherent flaw with the engine. An open world of the size of Skyrim's, with that amount of moving parts, is extraordinarily difficult to give a fully clean bill of health to, even before players get in there and start actively trying to break it.

On the other hand… after Starfield, I am starting to feel like almost any price might be worth paying to rid the Bethesda-verse of its glassy-eyed mannequin NPCs.

Robin Valentine
Senior Editor

Formerly the editor of PC Gamer magazine (and the dearly departed GamesMaster), Robin combines years of experience in games journalism with a lifelong love of PC gaming. First hypnotised by the light of the monitor as he muddled through Simon the Sorcerer on his uncle’s machine, he’s been a devotee ever since, devouring any RPG or strategy game to stumble into his path. Now he's channelling that devotion into filling this lovely website with features, news, reviews, and all of his hottest takes.

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