The importance of mods for Bethesda games cannot be overstated, it adds so much to the experiences. It's equal parts funny and sad that community workaround and solutions have solved nearly all major issues in the last 3-4 major Bethesda titles. It's time they stepped back and took a long, hard look and started doing things a bit differently, and build a new engine for gods sake, it's laughable that they're planning on using the same engine for another 3-4 years at the very least.
Yeah but if the modders can make a modded version of skyrim look like a game released in 2018 with few bugs if modded corectly with no clashes, the engine isn't the problem. Maybe the staff just don't have the talent or are lazy, I get the feeling Todd doesn't have the balls to move some of the older morrowwind and Oblivion staff, mostly likely his good friends, to side projects as they can't seem to keep up with industry standards. Modders had F4 fixed within 6 months and looki like a whole new game befor ea year was even up. Perhaps if he can't fire the staff he should hire a assist team to polish their work before release, something is rotten in the RPG division and I think bringing in a new engine might confuse the older staff into making a bigger mess of upcoming games.
The engine is a lot more capable than we've seen, through extensions and modification, without a doubt. But Bethesda seem to favor ease of use far above visual fidelity, which is both good and bad, I suppose. And, to some extent, it makes little sense, Bethesda aren't exactly churning out games at an impressive rate either. I think that rely too much on UGC at this point, they know the editor and tools will help their titles remain evergreen and build their own momentum, without them doing much. It's solid business, but they're not doing consumers any favors by releasing games that are fairly hollow, despite their size and immersion.
End of 2016 hardware sales:
Wii U: 15 million. PS4: 54 million. One: 30 million. 3DS: 64.8 million. PSVita: 15.2 million.