Elder Scrolls 6 and Fallout 5 fans might dread the return of Creation Engine, but New Vegas lead Josh Sawyer once called it "incredibly easy" to work with, even if it is "buggy and unstable"
"Without the pipeline of this engine, we never would have finished this game in 18 months"
As some fans are filled with dread following Bethesda's confirmation that both The Elder Scrolls 6 and Fallout 5 are being developed using the shiny new Creation Engine 3, words from New Vegas lead Josh Sawyer from six years ago might provide some reassurance.
Since Bethesda's flurry of news last week about its upcoming projects, there have been many concerns raised about the studio using Creation Engine 3 – an updated version of its proprietary engine – for the two biggest RPGs on its slate. Fans worry about bugs and the devs potentially prioritizing modders over the games themselves, but according to Sawyer in 2020 that's now doing the online rounds, it's actually a very easy engine to work with.
During an old stream of Fallout: New Vegas (below), Sawyer was asked if he had "a hard time" developing New Vegas thanks to Fallout 3's "buggy engine," to which he was quick to respond: "No, not at all."
He continued: "I will criticize other stuff in Fallout 3 and 4, [but] this engine is incredibly easy to make content for. Look into my eyes – without GECK [New Vegas' official editor and modding tool] and without the pipeline of this engine, we never would have finished this game in 18 months."
Sawyer reiterated that "this is the best content creation pipeline of any game that I've ever worked on, easily," but that doesn't mean it's without its issues. "It's buggy, you're right, it's very buggy. It's buggy and unstable and it's frustrating, but it's incredibly easy to make content for. Like, no one's gonna sit here and say, like, 'No it's not that buggy.' Like, yeah, it's pretty buggy, but it's fine. Like, that's a trade-off."
He went on to talk about the GECK tool, too, calling it "fast" and saying that "searching is super easy, finding references to things is super easy, scripting is very powerful," and that "iteration loops are super fast." All that made it "awesome."
In fact, Sawyer said that "the only shortcoming of the tools was the dialogue tool." He explained: "We built our own dialogue tool to sit on top of that, and that was fine. Like, it took a little bit of investment for us, but that was it."
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Looking back about what Sawyer had to say about the ease of Creation Engine and how quickly things could be made with it, I can't help but wonder if that might be on Bethesda's mind today. After all, last month, it was reported that Xbox is apparently pushing for faster development on The Elder Scrolls and Fallout franchises – something which might prove even more difficult now that a number of Bethesda staff have been laid off.
Needless to say, if a familiar-feeling, easy-to-use engine can help facilitate the demand for more games, it's little wonder that that's the one that's been chosen.

I'm GamesRadar+'s Deputy News Editor, working alongside the rest of the news team to deliver cool gaming stories that we love. After spending more hours than I can count filling The University of Sheffield's student newspaper with Pokemon and indie game content, and picking up a degree in Journalism Studies, I started my career at GAMINGbible where I worked as a journalist for over a year and a half. I then became TechRadar Gaming's news writer, where I sourced stories and wrote about all sorts of intriguing topics. In my spare time, you're sure to find me on my Nintendo Switch or PS5 playing through story-driven RPGs like Xenoblade Chronicles and Persona 5 Royal, nuzlocking old Pokemon games, or going for a Victory Royale in Fortnite.
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