I must say it is not the best RPG out there, but I feel like it would have earned more. I personally have a lot of fun playing.

While it was not a Cyberpunk-grade overhype, I think it must still have been overhyped. Because if you see it as Skyrim with better graphics, it is pretty much what you’d expect.

Some of the common criticism seems to be intrinsic to the sci-fi genre. In Skyrim, you walk 100 meters and then you find some cave or camp or something that a game designer has placed there manually with some story or meaning behind it. And as a player, you notice that, because most locations in Skyrim feel somehow unique. Even though for example the dungeons have rooms that repeat a lot. Having a designer place them manually with some thought gives them something unique.

In interstellar sci-fi, a dense world like this is simply impossible. Planets are extremely large so filling them manually with content is simply not possible. And using procedural generation makes things feel meaningless. Players notice that fast. So instead, Starfield opted for having a few manually constructed locations that are placed randomly on planets, unfortunately with a lot of repetition. But that is a sound compromise, given the constraints of today’s game development technology. The dense worlds that we are used to from other genres simply don’t scale up to planetary scale, and as players, we have to get used to that.

  • Carnelian@lemmy.world
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    1 year ago

    I cannot possibly disagree more with your assessment that the interstellar setting is necessarily boring and that’s something we should accept.

    But, if so, then why would we need to “just get used to it”? I’ve certainly never felt compelled to force myself to play a boring game

    • dreadgoat@kbin.social
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      1 year ago

      I don’t think OP made the point clear, but I agree with the spirit.

      Fundamentally it is this:
      Sense of scale
      Meaningful content at every turn
      CHOOSE ONE

      Examples
      Daggerfall - infinite scale, but quests, dungeons, meaningful content have to be specifically targeted or else be lost in the gigantic procedurally generated world.
      Elite Dangerous - spending 20 minutes supercrusing across a binary star system really makes you feel the size, but also that’s 20 minutes of not doing anything.
      No Man’s Sky - The universe is effectively infinite, and there is something useful almost everywhere! But (almost) none of it is handcrafted, so the random content gets stale in the scale.
      Star Citizen - Basically no content, but absolutely unmatched as an immersive space experience, as it doesn’t compromise on scale for QoL or filler content in the slightest. Worth noting that most people hate this.

      Meanwhile Skyrim is impressive because the world is pretty big, but there’s also something interesting to do every 5 steps. Starfield tries to maintain this while also tossing in some NMS-style randomized infinite content, but ends up suffering the same feeling of staleness once you spend any time exploring it.

    • howsetheraven@lemmy.world
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      1 year ago

      I’ve honestly never seen this much of an unapologetic shameless dogshit take. To actually think, “no, it’s the players who are wrong” in this situation takes some real delusion.

      Like this is the most “mask off” fanboy post.

    • aesopjah@lemm.ee
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      1 year ago

      Empyrion is such a different game, but so many times on that my buddies and I would just land somewhere to get fuel and spend hours exploring and building on some random planet with plenty to find, explore, and fight. And that is entirely procedurally generated with randomly placed points of interest.