Sure Todd, lol

  • zalgotext@sh.itjust.works
    link
    fedilink
    arrow-up
    48
    ·
    1 year ago

    Exploring is supposed to be a reward in itself

    Oh yes, exploring 6 levels of nested menus is incredibly rewarding

  • Otome-chan@kbin.social
    link
    fedilink
    arrow-up
    40
    arrow-down
    2
    ·
    1 year ago

    “1000+ planets are dull on purpose”

    No, they’re dull because no human team could make 1000 planets worth of interesting content in a single game development cycle.

        • Dubious_Fart@lemmy.ml
          link
          fedilink
          English
          arrow-up
          5
          ·
          edit-2
          1 year ago

          You know someone is gonna make a mod that generates random and unique bases from hab complex assets.

          And thats exactly why Bethesda doesnt put the effort in. cause they make the game, then the modders make it good for free… Or it used to be that, now they want to charge for mods and take a cut of the profits for shit they didnt make.

          • Otome-chan@kbin.social
            link
            fedilink
            arrow-up
            3
            ·
            1 year ago

            At a scale of 1k planets you’re going to have to rely on reused assets and procedural generation. At which point people not into procedural generation say that it’s “repetitive”. Especially if you only gen once for everyone and not each run lol.

            AI generation of assets and code will theoretically eventually resolve this, but that’s quite a ways off. They’re not even usable for such with human assistance yet. And if you have ai generating the content, it’s not really a human team making that stuff lol.

    • Dubious_Fart@lemmy.ml
      link
      fedilink
      English
      arrow-up
      12
      ·
      1 year ago

      They could at least make the random PoI’s interesting if there was some…randomness to them.

      Like, I walk into a PoI, I already know where the chests are, the locked doors, are, where the stupid fucking corpse in the shower is, etc etc. cause I’ve ran through this PoI 20 times.

      I dont know why at least the locations of chests and locked doors cant be randomized. Make things at least marginally interesting, instead of cookie cuttered to extreme.

      • abraxas@lemmy.ml
        link
        fedilink
        English
        arrow-up
        2
        ·
        1 year ago

        While I agree, I’ve been saying that about NMS for years. Not that we want to be comparing Starfield to NMS, of course.

      • Otome-chan@kbin.social
        link
        fedilink
        arrow-up
        0
        arrow-down
        9
        ·
        1 year ago

        You can, but randomizing chests+locked doors is kinda complicated, and the more “interesting” your generations the harder it is to code and the more dev time it takes. And for a AAA game release you can’t really do that.

        Key+Lock randomization is something that has been solved, and has been used most notably in procedurally generated zeldalikes. But that’s still niche indie territory, and not used for major game releases.

        • zalgotext@sh.itjust.works
          link
          fedilink
          arrow-up
          7
          ·
          1 year ago

          Hasn’t this game been in development for like 5 years? And they built it on an existing engine that they have tons of experience with. You could have said “they were limited on how much they could randomize POIs because of the old engine” and I would have believed you because that sounds way more plausible than “it’s hard to code, so AAA games can’t do it”. Like what?

          • Otome-chan@kbin.social
            link
            fedilink
            arrow-up
            2
            arrow-down
            5
            ·
            1 year ago

            The issue with procedural generation is the game has to be built for it from the ground up and in a modular way. AAAs try to make themselves appealing by using novel new high quality assets that aren’t modular.

            I haven’t played starfield so idk what they ended up doing, but from the sound of it they have pre-made assets/areas that they then place onto pre-generated worlds in a randomized way.

            To make one of these “areas” procedural in itself, they’d then have to code a whole system for that. With AAA/3D the hard part is making modular environments without it looking repetitive or ugly.

            My point isn’t so much that it can’t be done in a AAA game. But rather that it’s risky to do (not all players like it), and you have to structure your development around it. Lots can go wrong, there’s stuff you gotta sacrifice to make it work, etc.

            If starfield is on the old bethesda engine then that’s even more of a reason. You can’t just plug and play an entire procedural generation thing in there without some fairly large overhauls or just gluing on an unrelated system.

            In practice, bethesda probably took the lazy route: using their existing engine without major changes, then just making new assets for it, throwing stuff about a bit randomly, and calling it a day.

            That’s the thing about procedural generation is: it’s a lot of effort and sucks up a huge part of the game’s development and comes at some pretty strict costs (repetitive looking environments/gameplay, reduced novelty, larger programming dev time to make it work). It can be done, but for a cost-cutting AAA studio they’re not gonna bother.

        • Malta Soron@sopuli.xyz
          link
          fedilink
          arrow-up
          6
          ·
          1 year ago

          Couldn’t they just have copied the locations a few times and changed up the doors and chests by hand? Seems like an easy fix.

          • Otome-chan@kbin.social
            link
            fedilink
            arrow-up
            1
            ·
            1 year ago

            yes. I haven’t played the game so idk the details of what’s up. but at 1k+ planet-sized spaces it’s hard to have a team go over that by hand. Planets are large. But I have no doubt that bethesda team was probably super lazy as well.

  • Blue and Orange@lemm.ee
    link
    fedilink
    arrow-up
    32
    ·
    1 year ago

    I really like the game so far but it really needs some kind of vehicle for travelling around planets. Like the exocraft from No Man’s Sky.

    • R0cket_M00se@lemmy.world
      link
      fedilink
      English
      arrow-up
      10
      arrow-down
      1
      ·
      1 year ago

      You can’t even traverse the whole thing, right? Don’t you hit a barrier and are forced to backtrack and take off/land somewhere else?

    • NuanceDemon@lemmy.world
      link
      fedilink
      arrow-up
      7
      arrow-down
      1
      ·
      edit-2
      1 year ago

      Game engine limitations, apparently. Say a thread on exactly this earlier today.

      Agree it is much poorer for lacking them. It’s immersion breaking being in the far future, zipping around on an interstellar craft, yet being forced to explore slowly on foot. I really can’t even use the ship? Cmon.

  • Quentinp@lemmy.ca
    link
    fedilink
    arrow-up
    24
    ·
    1 year ago

    I’ve been enjoying Starfield - but the empty planets suck, especially without vehicles. The scanning thing is boring and dumb, worse than trying to get 100% on a NMS world. It’s a shame that fast travel disconnects you from the space feel of the game, but it makes the rest of the game playable. I like the game overall, but they have definitely dropped the ball on space travel. In theory it’d be cool to come across different “dungeons” etc, as in Skyrim when wandering around, but doesn’t happen in Starfield because you’re generally not going to happen upon them. It’s not interesting to drop down to random planets.

      • Quentinp@lemmy.ca
        link
        fedilink
        arrow-up
        9
        ·
        1 year ago

        Yeah started finding some neat stuff as I go further out. It’s not that it’s not there, it’s just that you don’t tend to stumble upon it. Like I’ll go to a planet do a mission open up and scan and see some POI like 1200m away. Now do I really want to tedious run over empty nothingness to see if it’s like a space hut or another pirate base etc? I definitely check out nearby POI especially if they are on the way to where i need to go. (Still having fun in the game though and I guess later having options to at least poke around in new places will be fun and i’m curious if the critters are fixed or procedural, like will there be variants all over or just the same few species)

  • lemming007@lemmy.world
    link
    fedilink
    arrow-up
    23
    ·
    edit-2
    1 year ago

    I gave Starfield a fair chance, I played it for 20 hours, patiently waiting on why it deserved an “8.4” rating from critics. But it never delivered. The gameplay is a copy of Fallout 4, the user interface is a mess (they’ve gone backwards somehow) and the world is just so generic and uninspiring that I couldn’t bear one more minute of it.

    I can see why it’s got a 5.5 from real players.

    On a side note, the gaming reviews now mirror Rotten tomatoes. What the professional paid “critics” love, doesn’t necessarily mean the players do, and vice versa. The real players always give a more fair rating.

    • Dirk Darkly@sh.itjust.works
      link
      fedilink
      arrow-up
      2
      ·
      1 year ago

      Imagine it in five years when the modding scene has popped off though. It could truly be something spectacular. Which is frankly the only saving grace of Bethesda games. They’re a solid sandbox/framework for others to fill in.

  • Zacryon@feddit.de
    link
    fedilink
    arrow-up
    24
    arrow-down
    3
    ·
    edit-2
    1 year ago

    Disclaimer: My comment is a reaction to the stuff Todd and his minions said in the article, not necessarily about the game itself. I haven’t played Starfield yet. I just find the statements really weak and want to express why I see it that way.

    Yeaaahh that’s nice for maybe a couple of hours, but then it starts to get boring. That’s not how you keep players engaged, although there are of course those who don’t find that boring at all.

    We’re not astronauts, we’re not there. Astronauts had the thrill of the voyage through space, stepping on the moon and feeling with ones own body how it is to walk on the moon’s dust in low gravity. Also astronauts had and have a shitload of scientific equipment and experiments to carry out, i.e., a purpose beyond the mere jolly walking.

    If they were just there for walking and that for days, weeks, months, they would get bored pretty fast as well.

    Take a look at No Man’s Sky. Similar problem. The procedural generation algorithm made planets look familiar after you’ve seen a couple. There is nothing new. Exploration became unrewarded. But Hello Games has massively improved on that over the years and produced a game where you can sink dozens of hours without getting bored so easily.

    • Cethin@lemmy.zip
      link
      fedilink
      English
      arrow-up
      12
      arrow-down
      1
      ·
      edit-2
      1 year ago

      I have played Starfield.

      The planets being mostly empty is fine. In fact, I think they’re too full if anything. You’re not meant to travel on the planet’s surface for long. You explore a bit if you think you want to build an outpost there, but otherwise you just move on. Most of the “content” is in pre-built areas. Enemy encounters almost always take place in hand crafted facilities, and usually it’ll be for some kind of quest so you land right near it.

      The outpost system is where the procedural planets come in. You need to explore some to find the right spot to build with the resources you want. The content there is the building, not the planet. The landscape will effect it some, but mostly it’s whatever you make of it.

      That said, the outpost system fucking sucks right now. You have to send resources between outposts with “links”, which take goods into a container and store them in linked containers. All solid goods go in one type, and the same for liquid, gas, and manufactured. I have all of my resources trickling into a main base, so I have all resources available there. This has caused my storage to back up and there’s no way to filter out items you don’t want. Then no resources can come in so you have to go to your storage and clear whatever is clogging it. There’s also no way to delete items as far as I’m aware, so you just dump the excess resources on the ground where they’ll remain forever. It’s really stupid. This is my storage solution for now.

      All the crates flow into the next one, so it’s functionally one massive storage container, but with 15 seperate inventories I have to go through to get anything out. There’s also no stairs object you can build, or anything like it, so I stacked cabinets into a sort of access staircase. It’s really bad, but it’s what works for now.

      Just a tip if you start playing and build a main base, build it on a low gravity planet so you don’t have as much of a problem if you stack stuff like this.

      • Quentinp@lemmy.ca
        link
        fedilink
        arrow-up
        4
        ·
        1 year ago

        Does it eventually give you a purpose or guide you to making an outpost, I haven’t felt much of a need yet.

        • Cethin@lemmy.zip
          link
          fedilink
          English
          arrow-up
          1
          ·
          1 year ago

          There’s one part in the story that you need to build a thing in a shop or an outpost, but it doesn’t require you to really build an outpost. I did it so I can have any supplies for upgrading things without too much effort. I think that was a mistake, but now I’m too invested. Lol.

      • reverendsteveii@beehaw.org
        link
        fedilink
        arrow-up
        1
        ·
        1 year ago

        I gotta be honest this looks like Minecraft construction but even in Minecraft there are ways to sort out and destroy unwanted items

        • Cethin@lemmy.zip
          link
          fedilink
          English
          arrow-up
          1
          ·
          1 year ago

          Yeah, and without any way to actually manage the resources. I want to like it, but I see so many issues that should be easy to solve that they just didn’t. Sure, it’ll be fixed with mods and maybe DLC, but that shouldn’t be required for basic UX.

          Another one of my big gripes with outposts is that there is no way to view your existing outposts. There’s not a list, and definitely no way to view what an outpost is producing. Hell, you can’t even view what an outpost is producing when you’re there. It’ll tell you the total quantity produced of everything combined, but not of what. It’s bad.

        • Cethin@lemmy.zip
          link
          fedilink
          English
          arrow-up
          2
          ·
          1 year ago

          That reminds me of how annoyed I get with Satisfactory as well…

          As a Factorio player, this could all be handled so much better in both games, but Starfield is particularly bad. It’s like they never even tried building outposts before launch. So many basic functions are missing.

    • R0cket_M00se@lemmy.world
      link
      fedilink
      English
      arrow-up
      1
      arrow-down
      1
      ·
      1 year ago

      Yeah, the first thing I did when getting to the core was to generate an ancestral galaxy so that there would be more dead worlds. Didn’t like having every place overrun with life.

    • Sentient Loom@sh.itjust.works
      link
      fedilink
      English
      arrow-up
      2
      arrow-down
      2
      ·
      1 year ago

      I’ve played Starfield and it’s fantastic. There’s so much story. The world-bulding is different because there’s literally 1000+ worlds and they’re mostly uninhabited. I’m not sure what else you would expect. There are some huge, in-depth cities and some beautiful landscapes. But there’s also empty deserts and plains, just like we see everywhere in space.

  • Blackmist@feddit.uk
    link
    fedilink
    English
    arrow-up
    19
    ·
    1 year ago

    That maybe so, but if Earth had 1000 moons, we’d have likely gone to one with something interesting on it.

  • Joyboy@lemmy.ml
    link
    fedilink
    arrow-up
    17
    ·
    1 year ago

    Why are they selling it as a fantasy action adventure game when it was a moon simulator all along.

  • ImplyingImplications@lemmy.ca
    link
    fedilink
    arrow-up
    14
    arrow-down
    3
    ·
    1 year ago

    Most of the planets are dull on purpose because my graphics card catches fire if there’s too much excitement on screen. Thanks for looking out for me, Todd!

    • stevedidWHAT@lemmy.world
      link
      fedilink
      arrow-up
      4
      ·
      1 year ago

      Who needs logic and rhetoric when you have 💰

      Lord knows there’s enough content creators now to self sustain shit games and businesses for all of time regardless of what genpop is interested in

  • 99nights@lemmy.world
    link
    fedilink
    arrow-up
    10
    ·
    1 year ago

    But that’s real life, this is a video game. People will not share that same respect for it lol.

  • reverendsteveii@beehaw.org
    link
    fedilink
    arrow-up
    6
    ·
    1 year ago

    The thing about video games is that they’re a multivariate equation. Fun is a variable, and so is realism. Depending on how much realism there already is, and the nature of it, adding more can also increase the fun but it can also take away from the fun. There’s a reason that even the hardcore simmers who do things like drive pretend trucks across Europe in real time or run pretend air traffic control at pretend airports pay to pretend to do those things instead of getting paid to do them for real.

    • Anal_Fornicator_@lemm.ee
      link
      fedilink
      arrow-up
      2
      arrow-down
      1
      ·
      1 year ago

      Yeah, fun should always come before realism. If you can do fun and realism then do both otherwise do fun. Unfortunately realismcucks are a very loud minority.