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Starfield design lead says players are "disconnected" from how games are actually made: "Don't fool yourself into thinking you know why it is the way it is"

apparently this is in response to a few threads on Reddit flaming Starfield—in general, it's been rather interesting to see Bethesda take what i can only describe as a "try to debate Starfield to popularity" approach with the game's skeptics in the past month or two. not entirely sure it's a winning strategy, personally.

86 comments
  • These guys are fucking hilarious.

    Okay, Todd. We are all wrong and you’re right. The game is super interesting and there aren’t six times too many loading screens. GotFY.

  • Oh cry me a river. These hacks don't deserve the pity they're clearly trying to win because they have already proven they don't know how to make a technologically sound game. Every single one of their games has suffered from save-breaking glitches, and yeah I might be one of the unlucky ones to have experienced at least one in all of their games but I can count the amount of developers that have given me a similar experience on one fist (yes, I mean "fist", not hand).

    I have an up-to-date system, more than meet the requirements for this flaming turd of a game and even among the insane amount of loading screens, there are still frequent hang-ups from the game needing to load while walking through a plaza while the game is running on my SSD. That's simply not good enough. The last time I experienced such behaviour in a game was when I was playing on a potato over a decade ago or playing online with abysmal internet.

    Critics don't have to be developers to be able to spot in what ways a game is bad and neither does the general public. This is very different from "I don't like this so it's bad.". This is a case of "It runs like ass, the writing is boring and the traversal of their mostly-empty crafted universe is little more than a lag-hung menu with a stupid amount of layers to access what you're actually looking for and a whole ton of loading screens and thus it is bad.". They haven't crafted some grand open universe like they advertised, they made a bunch of levels, added a slow fast travel system and a standard fast travel system and called it quits. They're now finally being called out as the bunch of half-asses they really are and they have more than earned it.

    "We were riding the limits of what was possible" is a common excuse given. Then maybe don't bite off more than you can chew. "Overcome technology itself". A bad craftsman blames his tools. Maybe stop using an engine that isn't fit for purpose. The "Creation" engine - or as we might as well call it, Gamebryo - has long been cited as the cause of many problems and barely workable. Take time to retrain your developers to a user-friendly engine and you'll quickly make up the lost time in efficiency but they insist on holding on to that dinosaur of an engine.

    As a member of the general public, I can't say I know how to make a game, let alone a good one but given the constant stutters, mostly empty world, boring writing, frequent instances of forcing grind to pad play time and ever-increasing tedium in their gameplay loop, I have to assume that Bugthesda doesn't either. The fact they saw to set team members on reviews instead of fixing all the problems with their games, I have to say their priorities aren't in the right place and the ones who are "disconnected" are Bethesda who seem to be under the delusion that they'll get nothing but praise just for releasing a game, no matter the state it's in.

  • Starfield has it's negatives for sure, but he has a point about what the communities have been like (including here on Lemmy).

    There have been so many armchair gamedevs who overnight know intricacies of engines, how programming works, how 8 year old computers should be able to run brand new AAA titles at 120fps. It's been just exhausting reading these conversations.

    For example, one thing I read again and again was "Starfield just wasn't optimized, they easily could have reduced memory and bumped framerates". Which any actual programmer will immediately feel a pit of dread in their stomach because we've been asked to reduce ram usage or speed something up, and that is a daunting task in our simple little apps - let alone a major AAA game.

    Again I'm not saying Starfield was perfect. It has a lot of flaws, biggest one for me is that it felt like a game that came out 10 years ago in terms of how it played. But it didn't deserve the overall destruction it received online. Any developer knows that the only people who can say "how" their game could have been done better were the ones who actually wrote it.

  • Without delving into the question over how good the game is, this sounds like a company that simply has the wrong processes in place. A case of "working hard" instead of "working smart." As a result, they waste a lot of time and resources on things that ultimately don't matter. I'm sure the person in question worked really really hard on the game, but it's mostly pointless and ineffectively effort.

    • ...this sounds like a company that simply has the wrong processes in place

      LOL! OMG, I totally thought you were talking about their process for dealing with negative press/reviews. What's funny is that your comment basically applies to both your point and mine and that kinda reinforces the point for both versions...

  • I don’t see anything wrong with what he said. It reminds me of all the whining about jUsT fIx ThE NeTcOdE or (more recently) tHe TeEtH mAkE iT LaG

    Lots of people with opinions based on other’s opinions, where nobody in the chain has my clue what they’re talking about.

  • Look, it's very simple - even a cocaine addled exec can see. You remove a fair deal of your gameplay time, say 1/3, and focus budget and development time on quality control and polish. I.e quality over quantity. This is a matter of management and Bethesda's management is dumb. It's not rocket science, it's just business.

86 comments