Are you sure he isn't referring to Gwent and Fallout 76?
Christ, Gwent happened. And my selective memory pushed out Fallout 76 already. The drop in quality, be it hobbled yet buggy mechanics or most shallow quests, is daunting.
Fortunately, many other devs delivered this year. As if hype does not improve products.
It also feels like there are a fraction of the number of side quests that in previous games. Either this, or I'm completely missing them but I'm a thorough explorer. That said, if they're squirrelling away great quests in places that are not sign-posted on those 1,000 worlds, then I'm likely never going to find them.A lot of side quests was not great in Starfield. But faction quests and main quests are great. I am enjoying them as much as I did with best quests in Witcher 3.
Agree. I am 100% sure that dlc will fix most of the complaints. This game is very close from good to great. I am positive they can fix it. Basically this and what @DSoup mention and we have excellent game.As much as I like to bust on the game, I'd like to think they'll take the learnings from this and make the next iteration much better. I can't imagine this is the final output they intended. So let's see what Starfield 2 comes out as after the next TES game.
Starfield 2 may be further away than that. In an interview with IGN's Ryan Mccaffrey over the summer, Todd Howard said he (rather than somebody else) wanted to direct Fallout 5, so I'd say it's almost certain that after Elder Scrolls VI, Fallout 5 will be the next title.As much as I like to bust on the game, I'd like to think they'll take the learnings from this and make the next iteration much better. I can't imagine this is the final output they intended. So let's see what Starfield 2 comes out as after the next TES game.
Todd Howard. He said wants to direct Elder Scrolls VI (and will) and wants to direct Fallout 5. To what degree this is Todd Howard's decision any more is the question. If Bethesda cannot improve their rate of releases I can't see how it's good for Microsoft if Elder Scrolls VI doesn't release until maybe 2029, and Fallout 5 in 2035 and both assume a tighter six development cycle, down from the eight years between Fallout 4 and Starfield.I don't see why those franchises would need to be helmed by BGS necessarily.
Two months after launch, Starfield has fewer players on Steam than Skyrim, which is 12 years old
The Starfield Steam player count has dropped below that of Elder Scrolls Skyrim, just two months after the new Bethesda RPG first launched.www.pcgamesn.com
Seed a new team with some people from BGS and/or grab Obsidian.
Exactly. I was pretty confident before it even came out that this aspect of their games was gonna be hurt in Starfield cuz of the structure of the game. And that sucks cuz it's genuinely one of my favorite parts of their other games.Fallout 3 is a great example where Bethesda have done this because whilst there are lots of side quests dotted around the locations that the main quests takes you, there are just as many randomly scattered around the wasteland. The difference is, you explore the wasteland organically whereas space and worlds in Starfield are all individual game spaces behind load screens. You can't 'see' something interesting far off because navigation is a star map.
I think this breaks what is a quintessential feature of Bethesda RPGs; travelling from A to B, then seeing something on the way and getting sidetracked.
I never considered for a moment that Starfield's universe would be carved up in way it is for this reason. I assumed (wrongly) that space would be seamless with an intermediate speed of travel between combat and the grav drive. When Todd Howard confirmed that there was no seamlessness between space flight and planets, I took that as almost confirmation of two spatial levels; interconnected space and planets, which would make sense.Exactly. I was pretty confident before it even came out that this aspect of their games was gonna be hurt in Starfield cuz of the structure of the game. And that sucks cuz it's genuinely one of my favorite parts of their other games.
Even if they had seamless travel in and out of planets and handled everything as well as something like Elite Dangerous on the flight side, it was never going to solve the problem that each map/location would be necessarily limited. With 1000 planets, you simply cant populate them all with the same size and density of meaningful content that you can with say, Skyrim or Fallout 4 or something. So you were never gonna quite get that experience of just wandering around and stumbling upon all these cool things. Plus you cant have 1000 planets in the same system, so warping between different systems was also gonna be necessary, breaking things up at some point no matter what.I never considered for a moment that Starfield's universe would be carved up in way it is for this reason. I assumed (wrongly) that space would be seamless with an intermediate speed of travel between combat and the grav drive. When Todd Howard confirmed that there was no seamlessness between space flight and planets, I took that as almost confirmation of two spatial levels; interconnected space and planets, which would make sense.
It's a shame because the flight system is really good, and strikes a good balance between sim and arcade. They even created a ship stealth system
which is next to pointless because of the way you jump around, some encounters you cannot avoid because you're immediately on top of other ships unlike walking around in Elder Scrolls and Fallout where you an avoid encounters because they are detectable from a distance.
True, I think the game would have been much better with less planets and moons lacking unique features but more hand-crafted content. And by hand-crafting, I don't mean the same 20 base layouts with identical interiors and corpses. It feels like the developer who pioneered diverse algorithmically-generated interactive worlds went backwards on the aspects that people interact with, instead chasing really interesting planet generation. And the planet generation is really, really good but without a reason to explore planets and moons, it's largely wasted.Even if they had seamless travel in and out of planets and handled everything as well as something like Elite Dangerous on the flight side, it was never going to solve the problem that each map/location would be necessarily limited. With 1000 planets, you simply cant populate them all with the same size and density of meaningful content that you can with say, Skyrim or Fallout 4 or something.
100% agree. I wish they'd maybe done like two or three different systems each with multiple habitable planets/moons that each had a modestly large map with a bunch of stuff to find and do.True, I think the game would have been much better with less planets and moons lacking unique features but more hand-crafted content. And by hand-crafting, I don't mean the same 20 base layouts with identical interiors and corpses. It feels like the developer who pioneered diverse algorithmically-generated interacting worlds went backwards on the aspects that people interact with, instead chasing really interesting planet generation. And the planet generation is really, really good but without a reason to explore planets and moons, it's largely wasted.