• Magiccupcake@startrek.website
    link
    fedilink
    English
    arrow-up
    1
    ·
    1 year ago

    I think it could’ve used a few more years, because its still not that fun.

    Exploation is meaningless, which completely takes the fun out of it. There’s nothing interesting to discover.

  • Knusper@feddit.de
    link
    fedilink
    English
    arrow-up
    0
    ·
    1 year ago

    I feel like this is emblematic of why many AAA titles are so dull.

    I mean, you gotta give Bethesda some props here for developing their own engine. Indies don’t do that.
    But still, 8 years ago, they had this idea of a Bethesda game in space. Maybe they should have seen it coming that this concept won’t work out terribly well, but ultimately someone decided to go ahead with it and then they spent 7 years building a space physics simulation, procedural planet generation and so on.

    There was no way, they could have not released this game after realizing the concept doesn’t work out terribly well. Or taken a step back and shifted the focus of the game towards space flight. Or taken a step back and deviate from the Bethesda-typical formula for this space theme.
    These are options you have, when you’ve spent a few months prototyping, not after multiple years. They had to roll with the concept and basically try to bruteforce the fun into it.

    • Mnemnosyne@sh.itjust.works
      link
      fedilink
      English
      arrow-up
      1
      ·
      1 year ago

      Blizzard, back in the day, was willing to simply can games, even highly anticipated ones, when they didn’t meet their standards, even after a couple years of work. StarCraft: Nova, Lord of the Clans…

      And Square-Enix managed to take an MMORPG that was already released, tear it down to bare bones and completely rebuild it to make it good, with FFXIV: A Realm Reborn.

      So it is possible to completely redo something if it doesn’t work out…

  • BudgieMania@kbin.social
    link
    fedilink
    arrow-up
    0
    ·
    1 year ago

    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.