• x4740N@lemmy.world
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    8 months ago

    Starfield got so boring I stopped playing it

    Starfield is basically a point and click simulator with barren planets

    The only chance it has to rescue it are the modders

    • Zozano@lemy.lol
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      8 months ago

      Modders don’t want to touch it. What have they got to work with?

      • ampersandrew@lemmy.world
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        8 months ago

        It’s probably the most interesting thing about the game and still just leaves you brainstorming ways it could have been done better.

      • William@lemmy.world
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        8 months ago

        If it’s the quest I’m thinking of, it was pretty lackluster. If it’s not, then I’ve completely forgotten it.

      • Renacles@lemmy.world
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        8 months ago

        I actually liked Starfield but the main quest is terrible, worst main quest line Bethesda has ever made.

  • mindbleach@sh.itjust.works
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    8 months ago

    In the few years I’ve been making games for shits and giggles, the best rule I’ve developed is Always Be Shipping. You can tweak like crazy in the last hours of a project. You can build whole concepts only to throw them out. So long as you have A Game to push out the door, day-of, you are free to do whatever the hell you want.

    Doing your first level first or your last level last is absolute rookie shit.

    • Saledovil@sh.itjust.works
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      8 months ago

      I don’t quite understand what you’re saying. Could you elaborate what you mean with “Doing your first level first or your last level last is absolute rookie shit.”?

      • teegus@sh.itjust.works
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        8 months ago

        They are saying: do the most important bits first, so that if you run out of time, you still have the important parts in place.

        • gerryflap@feddit.nl
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          8 months ago

          This also goes for many things in general, not just gamedev. I used to be a teaching assistant at the University that I was studying at, and this was the main thing people seemed to get wrong in their projects. Instead of going for the basics and building from there, they just went for all the fancy cool features, or the most optimal algorithm. Then, when the deadline inevitably came around, they would have basically nothing working correctly. Sometimes I even warned them, and yet it still went wrong.

  • AMillionNames@sh.itjust.works
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    8 months ago

    I think it’s pretty clear they were struggling to incorporate all the elements together, which ate a lot of their time. In the end, that resulted in player colonies basically getting thrown out and the game being a lot smaller than if they had just dedicated all of their time to worldbuilding.