

And I understand that. But I can't help but notice that every game developed with the crystal tools engine uses heavy cut and paste of large areas and terain, as if the tool was spesificly made to create tilesets with high detail. After all, the engine was advertised as allowing SE to better create worlds for modern game systems, and I can only guess being able to simultaniously load similar geometry and textures at the same time would have something to do with that.
I'm just hoping this next engine allows them to be a little more dynamic in their world design. Maybe having the engine geared more towards geography painting rather than large blocky tilesets. And maybe they can learn that areas don't need to be so large, expecially when it serves little other purpouse than to resort to large tiles, make the player take more time walking anywhere, and to bog down the prosessing speed.
I can agree with that
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