Starfield - No Man's Bethesda

Jun 11, 2023
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I don't know, that's what I spent an awful lot of my RDR2 time doing, just riding around and cowboying it up.
Same, but I probably wouldn’t have bothered if they didn’t go all out with the presentation and random incidental stuff. I’m pretty selective with games these days but, the more devs put in the more I tend to get out of them.
 

CriticalGaming

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I'm done. I've reached a point where it's just vague story pointing in endless directions of nothing and I can't be asked to deal with a galaxy-wide fetch quest with next to nothing inbetween besides the same enemies, and same barren planets along the way. Gonna save 125GB of hard-drive space.
 
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Ag3ma

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Generally the countryside isn't a hostile environment that can instakill you if you take one wrong step though, nor do you get there with a flying craft and (presumably) potential remote technology that could equally show you everything without so much as landing.
So what?

Starfield is, despite a handful of bare acknowledgements to other things. A story driven game.
Actually, and this might be part of its potential problem, I think Starfield is trying to be a bit of everything. It's an RPG, and an FPS, and a space combat game, and an exploration game, and a base-building game... You can do the main plot, but you can also ignore it almost infinitely. I mean, you pretty much could in Fallout 4, except that the loops were very, very limited once you'd checked out everywhere on the map.

The potential problem was always likely to be that it would not excel at any of the things it's doing. Having picked it up today, the space combat isn't anywhere near as good as Elite: Dangerous (from which it has clearly borrowed plenty). The FPS is well below the standard of a specialist game like Wolfenstein. The RPG development seems to be quite bland. And so on. The crafting/upgrades system looks like it may be comprehensive to the point of utterly tedious.

But, you know, from my experience this far it's pretty much fine. Everything works okay. No major complaints.
 
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sXeth

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The FPS is well below the standard of a specialist game like Wolfenstein.
I have to giggle at this cause they literally copy-pasted it from their last Wolfenstein game. Right down to having the functionally identical laser cutter as the infintie ammo last resort gun. Probably also why theres so many conventional ballistic bullet guns which are just reskins, though thats a 50/50 with them just not being particularly creative or heavily invested in pursuing what actual hard sci-fi would employ instead of horrible catastrophic accidents waiting to happen.
 
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Ag3ma

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I have to giggle at this cause they literally copy-pasted it from their last Wolfenstein game. Right down to having the functionally identical laser cutter as the infintie ammo last resort gun. Probably also why theres so many conventional ballistic bullet guns which are just reskins, though thats a 50/50 with them just not being particularly creative or heavily invested in pursuing what actual hard sci-fi would employ instead of horrible catastrophic accidents waiting to happen.
Much of the art of an FPS is level and weapon design. You've generally got about 10 weapons, and they mostly all need to have their own "feel". Borderlands of course goes crazy, but gets away with it. So far in Starfield - with the big caveat that it's not like I've unlocked much - is that already it seems like weapons are a mostly formless mush of stuff, except without Borderland's gonzo-fun aspect.

As for level design, well, proc gen. It's hardly setting you up for genius.

I mentioned above the research / crafting / levelling. You've got about 5 different spheres of skill, each of which has what, ~20 skills? And each of those skills seems to have four ranks. This mostly just seems overwhelming. Level up, here's your one skill point. It feels like the skill point doesn't do very much, and then what the hell do you spend it on with so many options? In most RPGs, you have a clear vision of what you want and need, but this is harder to do in Starfield.

Then the research... ugh. Research fucking everything, in minute detail, and yet there's so much to research in such small steps it simultaneously feels weirdly... pointless? Congrats, you can now mod your gun to do an extra 10% damage. Another 4 research levels and upgrades, you can mod it to +50%. And you'll need to research that (presumably) multiple times on different tech paths for different types of weapon. Oh my god.

Levelling up and researching often feels ace because it allows you to make big decisions for your character - that excitement that you can unlock X or Y. The problem with the granular approach Bethesda have opted for is that it feels a little like it's now turned into a grindy chore.
 

meiam

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Much of the art of an FPS is level and weapon design. You've generally got about 10 weapons, and they mostly all need to have their own "feel". Borderlands of course goes crazy, but gets away with it. So far in Starfield - with the big caveat that it's not like I've unlocked much - is that already it seems like weapons are a mostly formless mush of stuff, except without Borderland's gonzo-fun aspect.

As for level design, well, proc gen. It's hardly setting you up for genius.

I mentioned above the research / crafting / levelling. You've got about 5 different spheres of skill, each of which has what, ~20 skills? And each of those skills seems to have four ranks. This mostly just seems overwhelming. Level up, here's your one skill point. It feels like the skill point doesn't do very much, and then what the hell do you spend it on with so many options? In most RPGs, you have a clear vision of what you want and need, but this is harder to do in Starfield.

Then the research... ugh. Research fucking everything, in minute detail, and yet there's so much to research in such small steps it simultaneously feels weirdly... pointless? Congrats, you can now mod your gun to do an extra 10% damage. Another 4 research levels and upgrades, you can mod it to +50%. And you'll need to research that (presumably) multiple times on different tech paths for different types of weapon. Oh my god.

Levelling up and researching often feels ace because it allows you to make big decisions for your character - that excitement that you can unlock X or Y. The problem with the granular approach Bethesda have opted for is that it feels a little like it's now turned into a grindy chore.
It's pretty sad in some way, the art department seems to be the only one that actually went all in for this and the rest of the company seems to have just phoned it in. I know making game is complicated, but I can't think of a single reason why 98% of the talents are just boring % increase. How many gameplay designer did they have and why couldn't any of them think of interesting talent/perk? Why not just copy stuff from fallout 4? Like in it, there's a talent that increase grenade damage and part of the perk also give you a throwing arc so you can more easily throw the grenade, what possible reason is there not to just copy that in put it in this game? The code already exist, as far as I'm aware it uses the same engine, and its not something that people would hate, so why not? Did they not have a gameplay designer until 3 months ago?

I still enjoy the game, I really like the more "grounded" sci fy tone, the background lore is actually pretty decent, I'm so tired of quest being saving the world/relative so it's a breath of fresh air that the main quest is just discovering for the sake of deiscovering and like I said the art design is really good. But it really feel like the game is a 6-7 that only need a good redesign to become an 8-9.
 
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Ag3ma

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I still enjoy the game, I really like the more "grounded" sci fy tone, the background lore is actually pretty decent, I'm so tired of quest being saving the world/relative so it's a breath of fresh air that the main quest is just discovering for the sake of deiscovering and like I said the art design is really good. But it really feel like the game is a 6-7 that only need a good redesign to become an 8-9.
I'm pretty much with you there. It's a solid sort of 7/10 - enjoyable without really hitting any heights.

But it also seems like an horrific time sink, because you spend so much effort making what seems like very little advance.

It's pretty sad in some way, the art department seems to be the only one that actually went all in for this and the rest of the company seems to have just phoned it in. I know making game is complicated, but I can't think of a single reason why 98% of the talents are just boring % increase. How many gameplay designer did they have and why couldn't any of them think of interesting talent/perk? Why not just copy stuff from fallout 4? Like in it, there's a talent that increase grenade damage and part of the perk also give you a throwing arc so you can more easily throw the grenade, what possible reason is there not to just copy that in put it in this game? The code already exist, as far as I'm aware it uses the same engine, and its not something that people would hate, so why not? Did they not have a gameplay designer until 3 months ago?
Absolutely. The sheer boringness of levelling up and skill advances is one of the game's biggest problems. Actually, some of this goes to the interminable modding, too. How much goddamn time are players going to spend on this rather than getting on with the game? Why do I have to research a meat and cheese sandwich (and where's the fucking cheese)? My hold is full of crafting materials - seriously - I've maxed out the ship's cargo hold with relatively little effort. I don't want to chuck/sell this stuff, as all it means is I'll have to grind more later.
 
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Baffle

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Do you seriously have to research how to make a cheese and ham sandwich?
Born knowing it was you Jamie Oliver?! (I haven't tried researching anything yet, my character is busy being the highest jumper in New Atlantis.)
 

Ag3ma

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Do you seriously have to research how to make a cheese and ham sandwich?
Well, this gives you the research project "Old Earth Cuisine 1", which - I think - allows you make a other recipes without having to research them. It still feels completely stupid.

There are, I think, four different food & drink research fields, each with multiple levels of individual projects, so maybe 16 food & drink research projects. There are if I remember rightly 5 research domains, well over 20 fields, and if they also have ~4 levels that means around 100 research projects. Each of which you have to buy with materials that you have to grind, and which you can unlock by skills points in the appropriate tree. Although I think you can unlock multiple research fields with one skill, so you won't need 100 skill points (i.e. levels) just to research everything. I feel exhausted even describing it, never mind the prospect of doing it.
 

Ag3ma

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Born knowing it was you Jamie Oliver?! (I haven't tried researching anything yet, my character is busy being the highest jumper in New Atlantis.)
I noticed that the big United Colonies building has a very gentle incline to its walls, so I ran up it. Eventually it tapers into a spire that gets a little too steep, but you can get a really good view from as high as you can go.
 

Zykon TheLich

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Born knowing it was you Jamie Oliver?! (I haven't tried researching anything yet, my character is busy being the highest jumper in New Atlantis.)
No, but I feel that being able to make basic food items is something that you probably would have learnt before you hit secondary school, let alone embarking on a career in space exploration.

Well, this gives you the research project "Old Earth Cuisine 1", which - I think - allows you make a other recipes without having to research them. It still feels completely stupid.



There are, I think, four different food & drink research fields, each with multiple levels of individual projects, so maybe 16 food & drink research projects. There are if I remember rightly 5 research domains, well over 20 fields, and if they also have ~4 levels that means around 100 research projects. Each of which you have to buy with materials that you have to grind, and which you can unlock by skills points in the appropriate tree. Although I think you can unlock multiple research fields with one skill, so you won't need 100 skill points (i.e. levels) just to research everything. I feel exhausted even describing it, never mind the prospect of doing it.
I definitely feel exhausted reading it. Waiting for the skill tree and research overhaul mods
 

Baffle

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No, but I feel that being able to make basic food items is something that you probably would have learnt before you hit secondary school, let alone embarking on a career in space exploration
Gordon Ramsay can't fly a plane that's all I'm saying, put all his points in cheffing and shouting. (I mean, maybe he can really, he seems quite talented.)
 
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