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  • 1 week ago
Discover why Starfield didn't quite hit the mark for some. A former designer discusses the game's development, drawing parallels to Mass Effect 1's flaws and arguing for fewer, more handcrafted worlds.
Transcript
00:00After a heck of a lot of hype, Starfield turned out to be, well, a bit of a damp squib.
00:05But why? What was the big problem with Bethesda's big honkin' space quest?
00:09Ex-Bethesda environment artist Nate Perkypyle might know.
00:13In a chat with the Examined Game podcast, he suggested that, just maybe,
00:16Starfield was too big and honkin'.
00:19If I was in charge of Starfield, I would have done a handful of planets with bespoke layouts, said Perkypyle.
00:24Even early on, I was drawing parallels to Mass Effect 1 and how those procedural planets with repeated dungeons panned
00:29out.
00:30I was like, I don't think this is a good idea.
00:32But, though he designed Starfield's neon area, Perkypyle wasn't in charge,
00:36and so we got the sprawling space game that Starfield is today.
00:39You go to, like, the major city in Starfield and it's huge, but then, like, outside the city, there's nothing.
00:44And it's like this doesn't even make sense as a world.
00:47Be sure to check out the full story on pcgamer.com and follow us here for more gaming news.
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