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[-] Rookeh@startrek.website 43 points 6 months ago

I got Starfield free with my new graphics card and tbh I'm glad that was the case as otherwise I'd have serious buyers remorse. I put a good 50 or so hours into the game, enough to finish the main storyline and most of the factions quests, but at the end of the day it just felt like a hollow experience, and I doubt I'll be going back to replay it.

The NPCs are shallow and robotic, and once you've explored their dialogue tree once you may as well never talk to them again as they'll never say anything new.

The game worlds look quite visually impressive but aside from the handful of cities and occasional settlements and outposts there is just nothing to do. Who would have guessed simulating a lifeless grey rock would be boring?

The fast travel system is completely broken and ruins the purported objective of the game; to explore. Instead of encouraging the player to do so by landing on planets to find fuel for their ship, the player can just teleport across the galaxy with no consequences.

The only aspect of the game I found to be really fun was the space combat. The ship builder, while quite frustrating at times, was also enjoyable.

Overall, Starfield feels like a game whose ambitions exceed the technical capabilities of the engine it is based on. You can see the janky workarounds that are used to make the game fit the engine from a mile away; cutscenes of a ship taking off rather than an interactive first person view, invisible barriers in the world to prevent you from walking too far without reloading, a cut to black when transiting between interiors and exteriors, and the same dull and lifeless NPC "AI" (I use that term very generously given recent advances) as we saw in older Bethesda titles.

It's past time that BGS put the rotting hulk that is Gamebryo/Creation Engine/whatever this latest iteration is called out to pasture (at least for new IPs like this) as clearly it is now actively hindering their creative ambitions.

[-] wccrawford@lemmy.world 14 points 6 months ago

I mostly agree, but making me land on boring planets to farm for fuel will not improve the game. It'll just make it more tedious.

Now, if there was a questline to find and repair or create fuel depots in each system, that could actually be fun.

The problem keeps coming back to planets being really boring outside of a few hotspots. If they solved that problem, a lot of the other problems wouldn't be nearly as noticeable. But instead, they dug in their heels and declared that real astronauts don't find them boring. And I'm not even sure I believe that. The first steps were very exciting, but after that, it was mostly just anxiety about dying and making sure they prevent that. They'd actually be fighting down the boredom to make sure they didn't make a stupid mistake out of complacency.

[-] Rookeh@startrek.website 6 points 6 months ago* (last edited 6 months ago)

Oh yes, 100% - if they were to implement a fuel system, then just mining for fuel manually on the existing planets would be incredibly dull. Building something like a fuel refinery on the other hand would make sense - it would even give a purpose to habitats/planetary bases, which are completely superfluous at the moment. At no point in the game did I need to build one, and if the game didn't keep reminding me that base building existed I would probably have forgotten all about that feature.

[-] Maggoty@lemmy.world 2 points 6 months ago

That's a tradition going back to Fallout though. Why should you build a base in Fallout 4? Because you can't advance the game without doing so. Beyond a crafting station it was completely superfluous. I'm not surprised they haven't figured out how to have it be a natural impulse yet.

[-] ICastFist@programming.dev 2 points 6 months ago

I’m not surprised they haven’t figured out how to have it be a natural impulse yet.

They probably have, but decided to not bother, "too much work" involved. I mean, I can easily think of many ways to make outposts something players would look forward to mechanically:

  • outpost can create a trade route to a city, lowering prices of certain goods there and/or making new goods appear on the vendors. Making this increase vendors' credit stock alone would make most players create at least one outpost.
  • remove outpost engineering skill, let the player buy blueprints to learn new stuff AND also allow the player to buy prefab from vendors, or let the player hire a construction crew to build some stuff instead, such that, when you arrive at the outpost, you'll see their ship and have X of the bought stuff "in stock" to place "for free"
  • make the research aspect happen in a crewed outpost with a research lab. Let the npc create an activity/side quest asking for the components. Adding to this, let the player buy stuff and ask it to be delivered to an outpost for a fee, or have a new NPC that is basically a space trucker to make deliveries to your outposts.
[-] neokabuto@sh.itjust.works 4 points 6 months ago

cutscenes of a ship taking off rather than an interactive first person view

Docking is more egregious. It's not even hiding a loading screen, it's just wasting our time so things like the CF/SysDef back and forth take longer.

and the same dull and lifeless NPC “AI” (I use that term very generously given recent advances) as we saw in older Bethesda titles.

It's worse IMO, NPCs don't seem to have schedules anymore. Which is kind of okay, my least favorite thing in Skyrim was shops being closed because there's no "fast travel and arrive in the morning" option, but they feel a lot less alive when they stand in one place forever.

[-] ICastFist@programming.dev 3 points 6 months ago

About lack of schedules, at least for shops, there's a very easy solution: have a second NPC for the night shift, sharing the same inventory. That way the shop stays open 24h and the npcs can still have some downtime.

this post was submitted on 25 Dec 2023
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