New "Quest Overview" Interface Goes Live Alongside the New "Recollection" Feature
Dear Traveler, Version "Luna IV" arrives tomorrow (January 14)! Alongside new content, this update introduces a new "Quest Overview" interface, and you'll now be able to replay cutscenes directly in-game at any time. Let's take a look together!
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Honestly, who knows though, hoyo is totally inscrutable when it comes to stuff like this.
Certain other scenes, like Rerir and Columbina performing an Ace Combat dogfight or the lantern rite montages, are all fully animated scenes with no assets from the game used. This is what they mean by pre-rendered.
THIS MIGHT ALSO MEAN new Paimon has redubbed the old cutscenes? 👀🙏
years to add such simple stuff, I wonder if genshin truly is spaghetti code or you all are simoly laughing while pocketing billions with little effort
I bet code smell a little.
Ofc it much easier to make other games when you know how to build systems already but in genshin case it was pioneer at this field.
As for spaghetti code, who knows. Mihoyo games are relatively very stable and bug free (compared to most games being released), so it can't be that bad
One major example of coding difficulties that we publically know of would be the teapot
Here's something I wrote two years ago:
>"With how in one dev announcement back in July/August 2023, they announced that they were working on claim all for expeditions, forging and furniture, and the expeditions and forging was done for 4.3, December 2023. (only took one patch)
> Meanwhile, it took until next patch, 4.6, April 2023 that furniture claim all will be released (along with the other improvements).
The teapot, with quite a few patches they've done to it (remember the [teapot maintainence](https://www.reddit.com/r/Genshin_Impact/s/KxxhbuSXFq) that went from a week or two into a 2 month ordeal?) (March 30 - May 31 2022)"
Here's another aspect with game development that could hinder new features:
>how complicated implementing changes in big games at big companies are. It's not a small indie game with 10 developers and a small code base
I'm reminded of the video by Timothy Cain
(Tim Cain, Producer, Lead Programmer of Fallout 1, and Director of The Outer Worlds)
about [what he dubbed "Game Development Caution"](https://youtu.be/LMVQ30c7TcA?si=OJ8esKkXmVNoIqwh), an aspect of it is the bureaucracy of large game studios.
1. Browser integration is more resource (and internet) intensive than just playing the scenes normally.
2. For pre-rendered cutscenes, playing them over a weak/inconsistent internet/data connection could easily interfere with the final experience (via random buffering or auto-swapping to low resolution settings). Playing them off a video file in game will never have that issue.
3. For non-prerendered scenes, not everyone wants to let 100% of the dialogue play out, and since dialogue length is not uniform, you won't be able to consistently progress dialogue with normal YT fastforward functions.
Heck they can go the extra mile for us to replay those quests for whose who want a refresher or experience the story again.
We can't record and then frame-by-frame the video because the quality isn't good enough, and it's nearly impossible to get what you want with screenshots with only one time through the cutscene (especially if you're avoiding spoilers and don't know what to expect).
Now we'll at least be able to spam the cutscene until the screenshot timing works out. :P
There are some cutscenes that aren't shown, such as the Mondstadt cutscenes as well as some miscellaneous ones such as the Signora's Execution, Alhaitham VS Cyno, Kamisato Ayaka's first on-screen cutscene, Childe's destruction of the Ruin Guards, Childe trying to steal from Rex Lapis' corpse..
You have to look up *every* world quest on the wiki to find the name of the achievement you get for completing the world quest, then type that into the search field in achievements in game... That's awful
it's fascinating to see how the three divisions are sharing technology with each other
Having a tab now dedicated to event quests gives them infrastructure where they can actually put past event quests, as well as future ones. That was one of the often cited reasons why such quests weren’t replayable previously.
Being able to actually replay cutscenes is also massive. In a game where the story has unfolded over literal years it’s kind of essential that we be able to go back and look at things that were said in the past. Because I don’t know about any of you, but I personally can’t remember every single thing that people have said in every single quest over the years.
Also, I wish there was a way to replay the weekly boss battles in some kind of "story mode" (with character dialogs, prescripted events and cutscenes, etc).
seriously tho this is a great feature, glad they finally decided to add this it’s been too long