I’m not surprised about this. The game was developed entirely around what it would have rather than around what the player would do and you can tell.
I can imagine the initial pitch meetings, with everyone going “whoaaa it will have hundreds of solar systems and biomes whoaaah” and no one going “ok, but what does the player do in them”. A few other guys enthusiastically saying “There will be spaceship building and you will get a crew and explore with it” and not a soul in the room thinking of “ok, but how will we make space travel work within our current systems and technology? Can we make it substantial?”. And this way of thinking probably permeated every second of development for the first few years.
The game is chockful of vestigial systems that they had obviously intended to be more significant and in depth, but ultimately decided not to develop further, yet still maintained in the game in a manner that only harms the game. The fuel “system”, the contraband “system”… So many examples of stuff that doesn’t add anything to the game, yet was still maintained because man-hours and money went into it I guess, and because the “and it will have that and that” mentality tool a priority over player experience, player agency, and actual game design.
If I can circlejerk for a bit, this is one of the reasons why Baldurs Gate 3’s release and success is so timely. How many areas, how many biomes, how many systems, how many quests and how many square kilometers does that game have versus Starfield? 30 times less? 50 times less? Yet it had an overwhelmingly positive reception where Starfield didn’t because its elements put player experience first. Yes it has less quests, but most are super modular and super reactive and not afraid to let you solve them in janky or silly ways that go out of the suggested solutions; yes it has fewer areas smaller in size, but you are constantly coming across stuff to do. Etc etc etc.
I’m really hoping that that contrast changes design philosophies just a tad in the future. Start with how a normal hour for your player looks like. Confirm that your technology can deliver your vision before committing to it, experience be damned. Don’t reach for the stars, because contrary to what they say, it won’t at least get you the moon, it will just leave you stranded in the middle of bumfucknowhere in space.
And, as we saw in Starfield, that means you get yet another annoying load cutscene.
I’m not surprised about this. The game was developed entirely around what it would have rather than around what the player would do and you can tell.
I can imagine the initial pitch meetings, with everyone going “whoaaa it will have hundreds of solar systems and biomes whoaaah” and no one going “ok, but what does the player do in them”. A few other guys enthusiastically saying “There will be spaceship building and you will get a crew and explore with it” and not a soul in the room thinking of “ok, but how will we make space travel work within our current systems and technology? Can we make it substantial?”. And this way of thinking probably permeated every second of development for the first few years.
The game is chockful of vestigial systems that they had obviously intended to be more significant and in depth, but ultimately decided not to develop further, yet still maintained in the game in a manner that only harms the game. The fuel “system”, the contraband “system”… So many examples of stuff that doesn’t add anything to the game, yet was still maintained because man-hours and money went into it I guess, and because the “and it will have that and that” mentality tool a priority over player experience, player agency, and actual game design.
If I can circlejerk for a bit, this is one of the reasons why Baldurs Gate 3’s release and success is so timely. How many areas, how many biomes, how many systems, how many quests and how many square kilometers does that game have versus Starfield? 30 times less? 50 times less? Yet it had an overwhelmingly positive reception where Starfield didn’t because its elements put player experience first. Yes it has less quests, but most are super modular and super reactive and not afraid to let you solve them in janky or silly ways that go out of the suggested solutions; yes it has fewer areas smaller in size, but you are constantly coming across stuff to do. Etc etc etc.
I’m really hoping that that contrast changes design philosophies just a tad in the future. Start with how a normal hour for your player looks like. Confirm that your technology can deliver your vision before committing to it, experience be damned. Don’t reach for the stars, because contrary to what they say, it won’t at least get you the moon, it will just leave you stranded in the middle of bumfucknowhere in space.
And, as we saw in Starfield, that means you get yet another annoying load cutscene.