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Bethesda Speaks On Gamebryo Engine, Final Fallout 3 DLC 101

PsxMeUP writes "Game Observer conducted an interview with Ashley Cheng, Production Director at Bethesda. He answered questions about the Gamebryo engine, why they prefer it over other engines and the advantages it presented while making Fallout 3. Cheng also talks a bit about what inspired their designers while making Fallout 3 and what is in store for the PS3. Apparently, much of the team has read Cormac McCarthy's The Road, which inspired the look and story of Fallout 3. Bethesda, according to Cheng, will never create a game like Final Fantasy because the Gamebryo engine is better at handling 'open ended worlds ripe for exploration.'" Meanwhile, Bethesda's Jeff Gardiner spoke recently about the game's fifth and final DLC release, Mothership Zeta, which finds players aboard an alien spaceship in orbit. He said, "The player will have a handful of tasty alien technologies to play with. There are new fire arms and melee weapons, which will comprise the most powerful weaponry in the game."
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Bethesda Speaks On Gamebryo Engine, Final Fallout 3 DLC

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  • Re:Gamebryo (Score:4, Interesting)

    by UnknownSoldier (67820) on Thursday July 09, 2009 @03:30PM (#28641765)

    Having seen & used the Gamebryo source back in 2003 (right when it got renamed from Netimmerse to Gamebryo) I wasn't too impressed. It uses its own version of RTTI, along with auto_ptr, and custom un/serializers. The PS2 version was decent though -- major optimizations using the VUs for skinning.

    It was used on Elder Scrolls 3, which explain the horribly broken physics of getting stuck in geometry.

At the source of every error which is blamed on the computer you will find at least two human errors, including the error of blaming it on the computer.