Yeah, cuz that's exactly what I'm saying. /s
It's called respecting someone, not only cuz they are a fellow human being, but because they obviously have experience in the RPG genre.
But since the post Fantastapotamus is talking about refers to Bethesda games as FPSes, what, exactly, is your point? Who gives a fuck if Fantastapotamus has an avatar of Planescape Torment? That has nothing to do with the complexity of a Bethesda game.
Define "most complex". Not trying to be a smartass but I honestly don't know what you mean by that.
Mind going into a bit more detail?
That's ultimately down to AI and physics objects. No game has the sheer density of moving parts that a Bethesda game has. Nobody even comes close. That's where the bugs come from. Most of them can be tracked to how the game is handling the tracking of all these objects at once.
The rest come down to typical game bugs and typical open world game bugs.
Nonsense, and it is not just about bugs, Jank is not just buggy. Animations, controls, movement....There is no excuse because their games are big. Also how do you know no one made a game as complex? I don;t believe this at all. GTA 5 and it's AI routines must be massive to code for instance.
Players in Bethesda games move like robots, and look awful.
Remember, we're talking about games where every single character has an explicit inventory. It's not like a GTA game, where they randomly generate a bunch of generic NPCs who can drop items from a specific table (usually just money and a gun). In Bethesda games, these characters are:
1) wearing clothes (DO YOU KNOW HOW HARD IT IS FOR A CHARACTER IN A GAME TO
WEAR CLOTHES WITHOUT CLIPPING? NOW IMAGINE
EVERY SINGLE CHARACTER DOING THAT. THE COMPLEXITY ON DISPLAY IS
MIND-BOGGLING)
2) carrying items they can use in the environment
3) have actual preferences for items and can loot other corpses and use that equipment
4) live in a specific location and have entire routines based around those locations
5) have basic physical needs, primarily sleep, and full day/night cycles that can be disrupted, giving the player a significant degree of freedom
6) has their own unique dialogue lines/voices/etc (not true of every NPC, see the "arrow to the knee" guards). About half the characters can carry a conversation of some kind.
7) has different personality values that determine not just whether they'll flee, attack, be friendly, but WHEN they will do all of these things as well.
8) will behave differently based on injuries sustained.
A game like GTA just summons one of its many randomly-generated NPCs, who can play from a set of dialogue that any NPC can access, who only has one or two items that can drop upon death, and... that's it. They only have three states of mind: neutral, panic, and aggression. GTA's AI is vastly simpler, the amount of moving parts is far less. Bethesda's is far more advanced.
A lot of this has to avoid traditional scripting too--they don't make these heavily curated sequences where everything can be polished to perfection.