That makes sense....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.
That makes sense....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.
yes, it was even mentioned in the original Star Wars I believe.It's just a common sci-fi trope of "rerouting power".
yes, it was even mentioned in the original Star Wars I believe.It's just a common sci-fi trope of "rerouting power".
Been around for quite awhile. This is from X-Wing Special Edition (couldn't quickly find a picture from the original version, but it's the same deal).I haven't played many space sims, is this system very common or they borrowed it from FTL? Just realized:
Wrong.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.
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.thinking "Skyrim in space" would be enough.
Skyrim in space is what happens when you get hit by a Skyrim giant.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.thinking "Skyrim in space" would be enough.
Skyrim just came out at the right time with little to no competition. It's been 13 years.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.thinking "Skyrim in space" would be enough.
which are? because i can recall only gta6, which has close to no interactivity at all. cyberspunk? almost the same level.Many modern open world games
True. Imagine the nightmare that is to manage a game project with hundreds of Bethesda tier devs.But the real problem is that they had 500 people working on it, but not a single really talented game designer.
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.
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 isbut "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.thinking "Skyrim in space" would be enough.
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.
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.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
True. Imagine the nightmare that is to manage a game project with hundreds of Bethesda tier devs.But the real problem is that they had 500 people working on it, but not a single really talented game designer.
NASA, Never A Single AryanStarfield'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.
Except Emil's quest design has sucked since Oblivion.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.