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Starfield - Epic Shit Takes from Bethestards

scytheavatar

Scholar
Joined
Sep 22, 2016
Messages
438
The budget of Starfield could've been enough for Dishonored 3 and Prey 2.

Dishonored 3 and Prey 2 combined probably will struggle to sell 2 million copies....... that said I suspect the budget of Starfield is astronomical considering it has been in development since 2015. So its budget probably isn't enough for Dishonored 3 and Prey 2 combined.
 
Joined
Mar 3, 2010
Messages
8,880
Location
Italy
[sudden clarity hellfire]
i might have to try this, just to verify if it manages to achieve the incredible feat of being worse than parkan 2.
 

Latelistener

Arcane
Joined
May 25, 2016
Messages
2,594
Strangely enough, it does have some Parkan 2 vibes of you being an aimless creature in a very boring world.

But if Parkan 2 was an attempt to make something new and big without proper experience and funding, then Starfield is the opposite.

It's just made by people who stuck in 00s and have no vision, thinking "Skyrim in space" would be enough.

Their ridiculous attempts to sprinkle it with some "zoomer" sauce (i.e. looter shooter elements) are just laughable and the only ones worth their bread here are 3D artists.

The only good things that came out of this are Todd's ass finally handed to him after all the "every mountain can be climbed" bullshit and responses from Bethesda employees using ChatGPT under Steam reviews.
 

jackofshadows

Magister
Joined
Oct 21, 2019
Messages
4,545
I haven't played many space sims, is this system very common or they borrowed it from FTL? Just realized:
image.png
image.png
 

Butter

Arcane
Patron
Joined
Oct 1, 2018
Messages
7,699
The Apollo 13 crew had to disable various systems on their return because power was so limited. There's real life precedent for this sort of thing.
 

Latelistener

Arcane
Joined
May 25, 2016
Messages
2,594
thinking "Skyrim in space" would be enough.
but "skyrim in space" WOULD HAD BEEN enough. possibly using today's computing power. instead it's worse at everything skyrim does, and looks the same while requiring 10 times the power.
Skyrim just came out at the right time with little to no competition. It's been 13 years.

Many modern open world games are much more technologically impressive than Starfield, even those that came out years before.

But the real problem is that they had 500 people working on it, but not a single really talented game designer.
 

ind33d

Educated
Joined
Jun 23, 2020
Messages
987
thinking "Skyrim in space" would be enough.
but "skyrim in space" WOULD HAD BEEN enough. possibly using today's computing power. instead it's worse at everything skyrim does, and looks the same while requiring 10 times the power.
actually, starfield existing at all was a mistake. imagine how much better it would have been if starfield were an elder scrolls game and you switched planets using magic like Doctor Strange instead of whatever the fuck this is
 

Late Bloomer

Scholar
Joined
Apr 7, 2022
Messages
2,956
Starfield's lead quest designer had 'absolutely no time' and had to hit the 'panic button' so the game would have a satisfying final quest

https://www.pcgamer.com/games/rpg/s...the-game-would-have-a-satisfying-final-quest/
It became very clear that we were missing the large final location that was going to tie the story together," says former lead quest designer Will Shen.
According to Shen and Brigner, the sheer number of people working on a game across different studios can cause problems. "It's more difficult than ever to know who does what, who you're supposed to report to," Brigner said. A fractured team can also create a "silo effect," where "every department is scrambling for resources and saying 'no' to collaboration requests," said Shen. This can lead to the "inadvertent consequence of favoring the department" over the needs of the game, as well as slowing even basic collaboration between departments to a crawl.

starfieldnasa.jpg
 

Non-Edgy Gamer

Grand Dragon
Patron
Glory to Ukraine
Joined
Nov 6, 2020
Messages
14,958
Strap Yourselves In
actually, starfield existing at all was a mistake. imagine how much better it would have been if starfield were an elder scrolls game and you switched planets using magic like Doctor Strange instead of whatever the fuck this is
I think Bethesda wanted to build a new IP of their own. But this was a mistake. Bethesda almost always sucks creatively. And they never seem to realize it.

Whomever they hired for Daggerfall, Morrowind etc. had more talent in their little finger than Emil, Todd and co. Bethesda consistently rides off the success of far more competent people and then just spams content in the same sandbox formula from Daggerfall. Fallout - someone else's idea. TES - the previous Bethsoft's idea. Even stuff like the Dark Brotherhood is lifted from Daggerfall.

So, yeah, they should have done a TES fantasy space game set it TES' distant future, or else expanded TES into a space multiverse the way Spelljammer did with D&D.

The only possible justification I can see for Starfield is ESG money from Blackrock. Hard to collect on ESG bucks if Asians are substituted out with elves and Africans are really just a bunch of boring dudes from the Northwest.

ilj0XmI.png


"Woooo, eat ze bugs! It's ze future!"
~Todd counting the zeros in his ESG payoff probably.
 

Robotigan

Learned
Joined
Jan 18, 2022
Messages
397
But the real problem is that they had 500 people working on it, but not a single really talented game designer.
True. Imagine the nightmare that is to manage a game project with hundreds of Bethesda tier devs.

I don't consider "we ran out of time" a good excuse when talking about the climatic finale. Even though it happens near the end chronologically, it's pretty clearly one of the most important parts of your game that deserves attention/planning early on in the process. I work at a large company so I sympathize with his comments on silo-ing and inter-team dependencies, but come on, even I know you should be delivering requirements to your asset production teams early so you don't get caught with your pants down like this. Reading between the lines it sounds like Will Shen got Peter Principled. He was given a larger role and couldn't hack it. He even admits he had to be rescued by another dev as the deadline approached. All of this seems pretty consistent with the fact that he "left" the company shortly after release, sounds like they told him he could either be demoted or leave the company.

Anyway I've always thought Shen was a pretty overrated game designer. Let's be honest, all the praise Far Harbor got was purely reactionary. Fallout fans convinced themselves it was good because theoretically it resolved everything they criticized about the base game--it has a headier premise, moodier vibes, and more skill checks. But in practice, it winds up being really tedious to revisit. Most of the content is fetch quests and those terrible memory puzzles. It's both short and poorly paced. A lot of ideas like the Mother of Fog are superficially intriguing but poorly developed and go nowhere. Most of the map lacks interesting locations and is poorly utilized. And literally all this stuff crops back up in Starfield.

At least Emil gets his set pieces in place and keeps the player entertained if nothing else. You can call his writing corny, but his quests have never felt unfinished or wanting for spectacle. Sort of explains his weird twitter rant. Imagine if you wrote several games that were well-received by mainstream critics but got forced into handing the reins over to someone else due to fan pressure, then that person screws up so badly they wind up getting fired but the fans still blame you for everything.
 

ind33d

Educated
Joined
Jun 23, 2020
Messages
987
Starfield's lead quest designer had 'absolutely no time' and had to hit the 'panic button' so the game would have a satisfying final quest

https://www.pcgamer.com/games/rpg/s...the-game-would-have-a-satisfying-final-quest/
It became very clear that we were missing the large final location that was going to tie the story together," says former lead quest designer Will Shen.
According to Shen and Brigner, the sheer number of people working on a game across different studios can cause problems. "It's more difficult than ever to know who does what, who you're supposed to report to," Brigner said. A fractured team can also create a "silo effect," where "every department is scrambling for resources and saying 'no' to collaboration requests," said Shen. This can lead to the "inadvertent consequence of favoring the department" over the needs of the game, as well as slowing even basic collaboration between departments to a crawl.

starfieldnasa.jpg
NASA, Never A Single Aryan
 

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