Yeah because everyone comes to lemmy or the games radar for their hard hitting political pieces 🙄🙄
Edit: y’all can keep downvoting if you wanna spend the time. Like it or not trying to downplay this from news is just outright incorrect. This is absolutely news for gaming, maybe not the world but it is for gamers.
So with that said, if you’re so annoyed by news you don’t care about, stop consuming it then. There’s a million and one ways to do this.
I’m sick and tired of the unjustifiable whining and corpo boot licking that’s going on around here. The game was yet another failure and the lead dev also chose to leave right after. I’ll give you a hint, most people leave their jobs because of management.
Imo the big problems with the game are because they outsourced so much of it.
Although there were too many fetch quests (imo), generally the game I found to be quite engaging. Just, not very deep systems; load times going into even the smallest buildings meant it's not even approaching open world; drab procedural planets and outposts in a sad attempt to bulk it up; horrid animations and NPC models that wouldn't be out of place in a game 10 years ago. Not to mention the horrendous amount of bugs I experienced.
This is why I can no longer allow myself to get excited for new games. I paid £7.99 for a month of PC gamepass to experience Starfield, if I paid full price I'd have been very unhappy. Now we pay to be bugtesters.
Oh my god, it's such a little thing but the sheer inconsistency with what is and isn't a loading door is absurd. New Atlantis, the first city in the game is awful with this. You have "the well" where everything is on the same map, no loading. Then you go to the commercial district and it's a coin flip with little to no logic behind it.
Add the heavy reliance on fast travel to get anywhere and it just falls flat on its face on the open world exploration feeling. Sad considering the plot and dialog make such a huge deal about exploration.
I feel like some quests the main idea of them was great.... the problems were with the lack of gameplay mechanics.... Or world elements lacking
Like ok I have to infiltrate this office and do something there.... Ok I will dress up with this clothes from the company I found and try to not get near people. Instant shooting on sight no matter what.
That's one example but most of the time I find stuff that the quest was interesting but... the actual gameplay implementation it's super bad and lacking.
There's nothing like walking up to a group of four of these half melted mannequin fucks just to have them all turn their heads and stare into your eyes in sync like the collective movement would give momentum to steal your soul in order to sate their empty husks. The gunplay is better though!
What ever will they do without the man who designed compelling quests such as "go to this cave and grab this item" and "go to this outpost and kill this nameless dude"?
Yeah... No.
That's not even every quest in Starfield, much less every game. I get that you are being hyperbolic, but to imply there is no difference between the generic mission board quests (i.e. Transport Passenger, Kill Target, Survey Planet, etc) and the more handcrafted quest lines (i.e. infiltrating the Crimson Fleet) is overtly reductive and disingenuous.
And while Starfiled does have some actually engaging quests, mostly in the Faction quest lines, its flatout dishonest to try and sweep the problem of its numerous boring generic quests under the rug of "that's every quest if you get pedantic enough!".
The thing is tho, that's all the quests in Starfield are even written as. What makes the quest interesting isn't the goal, but the story surrounding it. The story surrounding a good bulk of the quests in Starfield are literally just "go here and get this. Why? Because we need it."
Hell, I once bought and played 15ish iterations of a game where the whole goal was to get some broad out of a castle. You never seem to get her out, either. 0/10 terrible design, avoid Nario if you can (I think that's how it's spelled).
Well yeah, the quest could have very simple instructions, but the actual map is designed so achieving the goal requires strategic decision making. I guess the hard is making it so the player self selects the difficulty that is the most fun for them.
Which I think is honestly a lot of players' fault. Like yeah if you play an RPG, avoid all the sidequests and just go straight to max level as fast as you can, it's pretty freaking hard for the game designer to make the right guardrails to force you to actually enjoy the game lmao.
Hopefully, between devs from Bioware, Bethesda, and Obsidian, they can come up with a good RPG. The Iberian horror-fantasy angle sounds interesting, but it still sounds like they are a ways from having anything to show off.
Two years after the Microsoft acquisition and now the Head of Publishing and the Lead Quest Designer are leaving Bethesda after the release of the divisive “Starfield”. Are these the first significant signs of a post-acquisition shake up? Will more key individuals be leaving the company?
most of the quests were pretty lackluster, honestly. It was an interesting game. I put quite a bit of time into it but Phantom Liberty dropping pretty much killed my interest in finishing it. I know that's sort of a cliche statement at this point but it's true. I was on the last mission when PL finished downloading and I turned off Starfield and am about to uninstall it and never touch it again.
Probably going to see a lot of this since Microsoft bought them and is still apparently allowed to be basically a monopoly. Microsoft does one thing well: shelve beloved series to never be seen again.