Starfield: Official Gameplay Reveal - Xbox & Bethesda Games Showcase 2022

I was thinking the same thing! This is one of those landmark games for Xbox, akin to Gears, Halo and Forza.

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My only real concern is how they are going to find exploring 1000 planets engaging

While I know ES and FO use some procedural generation to build some of the maps and whatnot, those are then edited by the team to create the world exactly where they want it and what items they want placed precisely where they need to

Im not sure how you can do that with that many planets

But I do expect all the major cities, population dense areas and certain areas/dungeons to be fully created/edited by the teams to make them feel unique just like al their games

Regardless, that hevy guy wasnā€™t lying when he said this game has an overabundance of content if anything and just think what people will be able to do with mods on all these planets, this will easily be a 10 year game like Skyrim

Framerate and polish are always the last things the come during dev and the game is still upwards of a year away, I wouldnā€™t worry too much and by the time this comes out, things like FSR 2.0 or whatever that framerate technique is might be more adopted by then too which would likely help a lot

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Nope, 6 months after release like what they did with Fallout 4

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Looks unreal! hoping theres a 60fps mode, dont think i could go back ro 30

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True that. But usually E3 reveals are smooth, thatā€™s been the case for pretty much all Xbox reveals. They run on a PC. So it seems it isnā€™t exactly ideal even on PC yet.

But Iā€™m not gonna worry about it. I do will take into account that we might have to prepare for it being a 30fps game, maybe a optional performance mode, but if that cuts too much into the visuals I go for 30.

I agree with those that say that procedural generation is only going to be used for everything in-between the areas of interest.

Each planet is likely to have a set number of points of interest e.g. 5 bigger areas/towns, 10 smaller locations, 5 big landmarks, 10 smaller landmarks. These would be curated and designed by artists and level designers.

The areas in between can then be procedurally generated. Each world is then reviewed and bits added to/refined to add more interest and features.

The biggest problem for me will be remembering which planet is which.

Iā€™ll definitely need a notebook for this game.

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I agree with this, but I think most planets will have between 0-2 points of interest, with some large important planets having way more.

I also donā€™t get the issue with 1000 planets. Like people are actually going to bother checking all of them. Most of them will just be there to provide resources, and thatā€™s fine.

Yeah I saw some fears on the Subreddit of the game about the PG stuff. People afraid it will be quantity over quality. But I reminded them of this being Toddā€™s dream game ever since he joined BGS, the game being the longest in development of all their games yet, the overabundance of content comment by ex dev and so on.

The 1000 planets bit should not be taken so seriously, to me it really reminded me of Todd with the radiant questing stuff in Skyrim. Sounded way too good to be true and it was, it wasnā€™t that special. The actual story quest and side quests were very worth it, those radiant onesā€¦nah.

Good point comparing it to the radiant quests. This is gonna be something similar to that. Itā€™s gonna be important for the immersion of the gameā€™s concept to prove that you can go to that many planets but Iā€™d say the vast majority are gonna be like the radiant quests, added filler content to make the world almost infinite and unending.

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Exactly! And plenty of space for players to make their own stuff there. :slight_smile:

Yeah I just noticed some of the gunplay issues some of you brought here, some weapons had hit reactions on enemies but some didnā€™t, the first one was where the enemies didnā€™t show any reaction whatsoever and looked stiff. So I guess itā€™s just either stuff missing and unpolished at that point, or a bug, or maybe dependant on the weapons or enemies. Iā€™m also gonna say that there was a gun or two that sounded bad, sound is very important so I hope that also gets enhanced.

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I hope they will have ā€œstable FPSā€ mode first :joy:

People also underestimate procedural generation. NMS soured an opinion on that, but Bethesda has always been using procedural generation.

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Procedural generation during development is fine and basically all open-world games use it now. Procedural generation that randomly generates the world for you as you play and makes different worlds/levels for every player is different and imo not good for many types of games, there are few game genres where that works fine.

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The trees in Oblivion, that was all procedurally generated, was it not? And many of the terrain and mountains and hills in their games, thatā€™s all PG, right? But on top of that comes the handcrafted stuff.

It would not surprise me if something like RDR2 has used PG too for the landscapes with plenty of handcrafted beauty by the studio.

People have pointed out that the game was running at less than 30 fps. And as someone who normally only wants to play things at 60 to 120 frames, I say in the case of a game like this? Fine

Itā€™s still has nearly a year left to release, so Iā€™m sure it will improve. And more importantlyā€¦they didnā€™t bullshit us

Normally this would be exactly where a preview build would be suped to mind-blowingly, impossible to achieve levels. And I respect the hell out of the fact that they did not do that

Iā€™m sorry but if you donā€™t think Starfield gunplay is an improvement over FO4 then I donā€™t know what to tell you:

https://gfycat.com/drearyconventionalcuscus

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Looots of stuff in modern linear and open world games is procedurally generated. Forza Horizon 5, Forbidden West, Control, ā€¦ were empty without this stuff. Nobody has time to place trees, chairs everywhere. There is also no noticable visual difference between a system like Houdini placing this stuff or a human being doing it manually. So everyone is using it.

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That gif right there shows the enemy in Starfield actually reacting to being hit, but the enemies before that and also later on donā€™t react at all. Itā€™s likely something they will fix.

Also, sheesh, that was a Fallout 4 gif? I remembered the shooting looking better, I remembered wrong, thatā€™s for sure.

Yeah thatā€™s a big improvement, also good to see thereā€™s still some good ragdolls in the game at 0:34

The only problem with Starfield is lack of recoil on some guns (maybe skill based or something) and not all enemy units react to hits properly.