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Arcane
- Joined
- May 25, 2016
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IIRC Emil is a Todd's school friend. The only reason where he's at currently.
let's not forget:Not enough time?
Making the same game, on the same engine, with the same tools, devs (a part of them anyway) having experience of over 20 years in the company, a game supposedly 25 years in the "making" (read: dreaming about it) and 7 in development, almost infinite resources, an army of modders and this is what they come up with? And modders giving up on it soon after.
Pfft, but hey I;m sure there's going to be redemption story arc videos for this cosmic turd in the future.
and it's not just "like it", it's actually waaaaay better.
NO!BETHESDA
HIRE THIS MAN
True. Imagine the nightmare that is to manage a game project with hundreds of Bethesda tier devs.
But does it mean the full work force has been busy during all these years? Hopefully that 7 year figure is just part of the building of hype, while in reality most of the work was done in a few months. Or maybe lots time is wasted due to lack of direction.Bethesda's engine is famed for fostering rapid content creation, so how can they spend 7 years in development and have so little game to show for it? Where are the hundreds of unique quests and dungeons that Oblivion and Skyrim had?
What I'm more curious about is the headcount. Everyone knows staffing up is a case of diminishing returns, especially across distinct locations, but these numbers are pushing it. Per the PC Gamer piece, Skyrim was around 100 people, Fallout 4 at 150, Starfield's over 500... Even accounting for higher labour demands in the visuals department, is Starfield at least twice as large as Fallout 4 in terms of playable content? And I'm talking about bespoke, handcrafted designs excluding the proc-gen crap, the whole (often misguided) idea behind proc-gen is to create more content with less labour.Bethesda's engine is famed for fostering rapid content creation, so how can they spend 7 years in development and have so little game to show for it?
As someone that isn't opposed to procgen/radiant content what baffles me is how underutilized that stuff is. Prior to release there was some fear that the content would be stretched too thin and I was pretty adamant that wouldn't be the case because I naively assumed they would use some of the tricks from their previous games:What I'm more curious about is the headcount. Everyone knows staffing up is a case of diminishing returns, especially across distinct locations, but these numbers are pushing it. Per the PC Gamer piece, Skyrim was around 100 people, Fallout 4 at 150, Starfield's over 500... Even accounting for higher labour demands in the visuals department, is Starfield at least twice as large as Fallout 4 in terms of playable content? And I'm talking about bespoke, handcrafted designs excluding the proc-gen crap, the whole (often misguided) idea behind proc-gen is to create more content with less labour.Bethesda's engine is famed for fostering rapid content creation, so how can they spend 7 years in development and have so little game to show for it?
I'm in the same boat. Prior to the game's release, I actually said that "what Bethesda do well, they do very well" precisely in relation to how they've blended and rotated procedural content into a handcrafted open world, with consistent improvements from Oblivion through Skyrim and Fallout 4. But all I've seen about Starfield seems to indicate that suddenly fell out their backside.Prior to release there was some fear that the content would be stretched too thin and I was pretty adamant that wouldn't be the case because I naively assumed they would use some of the tricks from their previous games
What should I put in my modlist, Codexchads?
Ship modules. They're by far the highest quality assets in the game and there's a lot of them.Bethesda's engine is famed for fostering rapid content creation, so how can they spend 7 years in development and have so little game to show for it? Where are the hundreds of unique quests and dungeons that Oblivion and Skyrim had?
They had this up until they cut it within a year of release. Helium-3 was supposed to be a major mechanic and the primary reason to construct Outposts was for refueling.If someone could implement the jump system from Classic Traveller and make the routes cost crafting components, 99% of the game's problems would be fixed.
It's all fine and good, but your character is really just a flying camera.I enjoy the combat, but it's either a faceroll or you get one-shot by a robot while your companion walks directly into your line of fire.
Me, too. I liked most Bethesda games up until FO4 (which was hit and miss) Yeah, Starfield's pretty bad. Performance and such is a lot better than before, but it's just a crappy game all else considered. Just all around bad. Hell, I don't even think the modding kit is out yet. That was their biggest sin - that puppy should've shoved out the door to the community day 1 or soon after.
Honestly is a red rating deserved? Game's sitting on my shelf, I'm waiting for more patches and mods but this makes me wanna forget about it for good.
I mean as much as Todd's games are shat on I had fun with Skyrim (8/10 for me) and I even finished F3 and F4 (both 5/10 I guess). Is Starfield at least of similar average quality or is it really such an unmitigated disaster?