Game Discussions Bethesda Softworks Starfield Space RPG

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  1. 12 minutes gameplay video (gtorr-heisenberg).mp4 = https://gofile.io/d/8O6t9a - low quality, no sound.
  2. 1 minute Neon city recorded on an iPhone = https://gofile.io/d/2eTkxe - low quality, with sound
  3. 11 minutes of Gameplay 11min (gtorr-heisenberg) - https://gofile.io/d/gZaGIz - low quality, no sound.
What is with all the muppets recording from their phones in portrait mode...are all the pirated copies of Starfield being sold to those who's braincells only fire sporadically every other Tuesday?
 
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You know what the sad part is, with FSR 3 Odyssey would had no problem runing on console.

fsr-3-1.jpeg

Comparing FSR off to FSR performance is highly misleading, as the visual quality is not going to be even vaguely equivalent in practice.

That said, all these features are great, as long as they aren't used as crutches for technical issues that shouldn't exist. FSR 3, DLSS 3, or any other temporal AA + upscaler + frame interpolations solution, can't solve the game's underlying problems...and wouldn't be particularly easy to integrate into a title that doesn't even have provisions for temporal effects (Elite: Dangerous).

Odyssey would have no problems running on console if they further improved their occlusion culling, lighting, AA, and fixed whatever the hell is going on with NPC AI and ship spawns in surface CZs...which is so broken that even having every other frame be a fake frame still wouldn't eliminate the stutter.

Starfield will probably see FSR 3 eventually, but it's a good thing that FSR isn't playing too prominent a role in the marketing, as that would imply it was being used as a bandage for performance problems that should have been adequately addressed some other way, before providing the option to leverage an upscaler.

I think lots of things people hoped for with Elite were pretty much impossible to do in a massive multiplayer game (a lot of the "persistence" stuff, for example), but equally I'm not sure it would have lasted as long (or would even still be being discussed!) if it was a single player thing.

Most of what I wanted with regards to persistence, and many of the other aspects I hoped to see in Elite, had been done in MMOs more than a decade before Elite: Dangerous' launch.

12 minutes gameplay video (gtorr-heisenberg).mp4 = https://gofile.io/d/8O6t9a - low quality, no sound.

Captured via a vertically oriented (really?) phone held in front of a television...

Doesn't show too much that hasn't been revealed elsewhere, but does reinforce the idea that the space combat will feel vaguely similar to Freelancer.

What is with all the muppets recording from their phones in portrait mode...does having a pirated copy of Starfield somehow reduce braincells? :D

My pirated game recordings are 4k60 captures encoded with CQP 15-18 AV1, with proper aspect ratios and HDR metadata.
 
Bullet points info from a 2 hours stream:

This is written by Mugls:
  • Every planet has a a section for Residential Modules
  • If you say no to being arrested, they start shootin (skyrim type)
  • If you bring up your scanner you can see icons of areas you've been to, and can fast travel to them.
  • Player hasn't personally seen any cities other than the ones mentioned ( other than some small areas of people)
  • Thrusters are difficult with a controller
  • There are alot of loading screens (Landing, taking off, grav drive, leaving ship) Was bothersome at first but player is no longer bothered by it.
  • If you walk into a planet without any gear, "you're ed" Meaning, if you don't have the gear equipped, you need to put it on.
  • You can decorate interior ship
  • You can have an armory module
  • Every Landing Zone has a point of interest
  • Not every activity shows up on the map.
  • There are guns similar to the Laser gun in Fallout.
  • There is a stealth bar.
  • Ammo runs out fairly quickly.
  • Levelling is "smooth", fast I assume.
  • Combat seems to be the main levelling up
  • You get status effects, burns, corrosive rain, solar radiation, toxic envirnment (presumbaly more)
  • The game on normal is fairly easy.
  • When you run, your O2 goes down, and CO2 up. You need to wait for each to do the opposite.
  • You can make multiple levels of ship.
  • It (ship building) takes some time to get used to.
  • Space walking is a no go.
  • Some houses require citizenship (need to be in military service) to own in big cities.
  • Customisation is "the biggest one they've got".
  • There are Pronouns.
  • 8 Maximum Outposts per Planet (ugradeable via perks)
  • The leaker is saying that Vasco actually says his name, and hinted that it's not just a pre-selection of names (like in Fallout 4), he actually says his name (he didn't put his real name)*
  • There is a shop in Neon similar to clinic which will let you change your appearance.*
  • According to the leaker, it is the best character creator (in a BSG game) to date.*
  • He hasn't come across any black holes yet, but he thinks he will because it probably has something to do with the story.*
  • When you land for the first time in a location, there is a sizeable loading screen. From then on, when you come back to that same location, it's almost instantaneous.*
  • From the way he's showing how it works, he hinted that if you land in X location on planet Y, place a Z item on the ground, and leave there and then return to that location, the Z item will remain there.*
  • He said that there is a good amount of "casual/random encounters" in the space, it can entertain you a lot there.*
  • If you team up with faction X that is the enemy of faction Y, and the people from faction X find out that you are doing missions for faction Y, they will be ed at you, same for companions.*
  • He is on a moon and found a pirate outpost there.
  • The moon has little gravity. When he killed an enemy, his loot was floating and he took everything "in the air".*
  • Gravity is heavy on Venus, the character doesn't jump much.
  • It has "futuristic" weapons and older (from Earth) weapons like old shotguns etc.*
  • Player got held up by space pirates and entered combat after denying the ransom.
  • Player has hit the barrier a few times. (Feels longer than 10mins)
  • Player dislikes water physics, cannot go underwater.
  • There are random encounters of outposts with enemies on barren planets.
  • "It's difficult, the more I play it the more I like it", when asked to rate the game. rating stands at 8.9/10 (reminds me of Todd's "The more you give it, the more it gives you")
  • "It looks like I'm getting insurance scammed in space"
 
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Most of what I wanted with regards to persistence, and many of the other aspects I hoped to see in Elite, had been done in MMOs more than a decade before Elite: Dangerous' launch.
But not in games as enormous as Elite that are also 60fps dogfight combat games. There must be hundreds of thousands, if not millions of ships/starports/outposts/settlements, so if you're wanting to communicate when things are destroyed, on fire, damaged, had their cargo stolen in a way that's updated for everybody that's quite a technical challenge. I'm sure there are ways to do it, but I imagine that would make the netcode extremely complicated and these things aren't easy even when you're just doing a Quake-style shooter.

Dunno, my programming knowledge pretty much predates the internet, but it sounds scary to me!
 
I'm not sure what you mean by spaceflight, do you mean traveling between planets and such?
In the Starfield Direct they showed flying around with your ship, in first and in third person, combat, docking to stations and other ships, boarding crippled pirate ships, etc. So there is spaceflight, you even have to distribute power to engine, shield, weapons and whatnot.

So my guess is you mean traveling between locations like planets etc.?

Yeah but leading a swaying ship around with a mouse and leftclicking to shoot isn't going to meet even the smallest non zero expectation. Even everspace 2 feels like a toddlers toy compared to simulators. Like swooshing around a piece of plastic.

... today i'm actually more looking forward to the story. Very excited for friday. Especially since i'll be able to price match the physical steelbook and get 10 bucks off
;)

EDIT: Bonus comment, know what keeps measuring as insanity to me? Kids these days are paying multiples of the price of a full system from the good old days just for a GPU, and at the same are screaming mad about frame generation support which... excuses their supercomputer gpu from having to do processing? Why? how? You buy these things to use the capability?
 
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I'm preloading SF on Steam. It's 116.21 GB installed. :cool:

I'll have tons of fun in Starfield, but if the leaked info is true, then explore planets is a marketing lie. All we can explore are key locations + limited procedural, square landing areas with boundaries that don't match the surrounding areas.

Short clip:

 
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I'm preloading SF on Steam. It's 116.21 GB installed. :cool:

I'll have tons of fun in Starfield, but if the leaked info is true, then explore planets is a marketing lie. All we can explore are key locations + limited procedural, square landing areas with boundaries that don't match the surrounding areas.

Short clip:

I've trolled through every inch of media from Bethesda looking for the 'lies' I keep seeing mentioned...I've found not one except Pete Hines' unfortunate remark on Twitter. In the Starfield direct presentation, they described the planet tiling exactly as is being found by the leakers...even Todd '16 times the detail' Howard explained exactly what the experience would be like as "..exploring around your ship".

Not once did they ever mention seamless transitions...it's a Bethesda game... Skyrim didn't have them, neither did Fallout 4 or any other Bethesda title going back as far as Arena. The transition phasing is a creation engine thing, everyone who's ever experienced a Bethesda game knows this, so imagining seamless planet exploration was just wishful thinking.

As for the general buzz around the game from every leaked source I can find, even the incessant 'Bethesda lied!' tiling whiners, are reporting Starfield as an 8.9/10 game...just for the sheer scope and playability of it. Expecting something with no basis for doing so... that’s not on the developers, that’s on you 🤷‍♂️
 
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Not once did they ever mention seamless transitions...it's a Bethesda game... Skyrim didn't have them, neither did Fallout 4 or any other Bethesda title going back as far as Arena. The transition phasing is a creation engine thing, everyone who's ever experienced a Bethesda game knows this, so imagining seamless planet exploration was just wishful thinking.


This is what Todd said during an interview with Lex Fridman (at 59:40 minutes) on 29 November 2022:


On August 21, 2023 @JeffThreat (Synthwave Lord) asked:
"Ummm @bethesda @DCDeacon @StarfieldGame when I land on a planet.. will I be able to explore that whole entire planet? "

Pete Hines replied "Yup, if you want. Walk on, brave explorer. 6:51 AM · Aug 22, 2023."

These statements by Howard and Hines are inaccurate and misleading. We cannot explore the whole planet, because:
  1. The landing areas do not match the geography that we see from space.
  2. Each landing area is randomly generated, self-contained with some handcrafted stuff.
  3. A landing area is deleted if it's more than 4 per planet.
  4. If you return to the same location of a deleted landing area to revisit it, the game generates a different area.
  5. We can see the adjacent areas at the boundary, but we cannot visit these areas with the same topography.
  6. It takes ~10 minutes of sprinting in a straight line from the center of a landing area to the boundary. This is quite small for a space game, hence they didn't add ground vehicles.
Maybe Hines didn't fully understand the planetary tech, but it's inconsistent, smoke and mirrors. Perhaps this will be fixed in a future update or mod. I'm not bashing the game, that's just how it works right now. There's plenty of other features in SF that are good though.
 
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This is what Todd said during an interview with Lex Fridman in November 2022:


On August 21, 2023 @JeffThreat (Synthwave Lord) asked:
"Ummm @bethesda @DCDeacon @StarfieldGame when I land on a planet.. will I be able to explore that whole entire planet? "

Pete Hines of Bethesda replied "Yup, if you want. Walk on, brave explorer. 6:51 AM · Aug 22, 2023."

These statements by Howard and Hines are inaccurate and misleading. We cannot explore the whole planet, because:
  1. The landing areas do not match what we see from space.
  2. Each landing area is randomly generated, self-contained and does not match what we see from space.
  3. A landing area is deleted if it's more than 4 per planet.
  4. If you return to the same location of a deleted landing area to revisit it, the game generates a different area.
  5. We can see the adjacent areas at the boundary of the area, but we cannot visit these areas with the same topography.

Maybe Hines didn't fully understand the planetary tech, but it's all smoke and mirrors. There's plenty of other features in SF that are good though.
I mentioned Pete Hines' clusterfarce of a comment...which this entire (non)seamless planetary exploration drama is solely and entirely based on. I've watched Todd Howard's 2022 interview with Lex Friedman a couple of times...it's a great interview and well worth a watch in entirety... but not once did Todd Howard say the transitions or planetary exploration in Starfield would be seamless...he described how they had developed the tech for wrapping tiles around a planet and blending them together...where does he mention that planetary exploration (or anything else for that matter) would be seamless? There's some serious reading imagination into something not said going on here...

I'm not adverse to bashing a game studio or two when it's deserved, as it was with Bethesda's release of Fallout '76 or Redfall...and where the '16 times the detail' was added as Todd Howard's official middle names...but in this case, I think the misleading has almost entirely been folk misleading themselves rather than any deliberate smoke and mirrors by Bethesda...wishlisting, unrealistic expectations and overgenerated hype overtaking common sense.
 
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not once did Todd Howard say the transitions or planetary exploration would be seamless...he described how they had developed the tech for wrapping tiles around a planet and blending them together...where does he mention that planetary exploration (or anything else for that matter) would be seamless? There's some serious reading imagination into something not said going on here...

Todd Howard said: they built a system to generate realistic looking tiles, that wrap around a planet and blends them all together.
Reality:
  1. The tiles (landing areas) that we are allowed to land on do not all blend together. We cannot land on the same tiles that we see at the boundaries of a current tile. Thus we cannot see e.g. New Atlantis in the background from an adjacent tile. So the tiles do not blend all together.
  2. The tiles do not wrap around the planet, because we cannot do a full circumnavigation of a planet. If we find a nice mountain in tile 2. and continue exploring to e.g. tile 10, then click on the exact location of tile 2 to revisit that mountain = the same mountain that we fancied will not be there, because tile 2 (or 11) will have different procedurally generated terrain.
  3. Pete Hines said "yup" to the question if we can "explore that whole entire planet". We cannot explore the whole planet, because the tiles are different every time they are deleted and recreated even if it's the exact same location.

    Maybe these are planetary tech bugs, although I'm afraid not for Starfield 1.0 (the release version).

    Todd Howard overhyped previous Bethesda games too with inaccurate statements.
 
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Todd Howard said: they built a system to generate realistic looking tiles, that wrap around a planet and blends them all together.
Reality:
  1. The tiles (landing areas) that we are allowed to land on do not all blend together. We cannot land on the same tiles that we see at the boundaries of a current tile. Thus we cannot see e.g. New Atlantis in the background from an adjacent tile. So the tiles do not blend all together.
  2. The tiles do not wrap around the planet, because we cannot do a full circumnavigation of a planet. If we find a nice mountain in tile 2. and continue exploring to e.g. tile 10, then click on the exact location of tile 2 to revisit that mountain = the same mountain that we fancied will not be there, because tile 2 (or 11) will have different procedurally generated terrain.
  3. Pete Hines said "yup" to the question if we can "explore that whole entire planet". We cannot explore the whole planet, because the tiles are different every time they are deleted and recreated even if its the exact same location.

    By the way if you're familiar with Todd Howard, he's overhyped previous Bethesda games too with inaccurate statements.
Does it make Starfield any less playable or being incapable of crediting Bethesda with what they've actually achieved with it? Generally...besides the PS5 fanboys (I'm one of them) being overly upset that it's not coming to their platform for a while and filling t'interweb with tears of rage against Starfield, Bethesda or anything Xbox...this planetary drama is a giant noise over absolutely nothing in the scope of the game.

Like I said, I'm not adverse to bashing a few game designers or game studios when it's warranted...but as developer deception goes...it's hardly in the realms of Ci~G and star citizen/Sqn 404 territory now, is it? :unsure:
 
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Does it make Starfield any less playable or being incapable of crediting Bethesda with what they've achieved with it?

As developer deception...it's hardly in the realms of Ci~G and star citizen/Sqn 404 territory now, is it? :unsure:

Starfield outshines SC, ED and NMS in other areas like the level of detail of the environments, ship customization, epic (main) quests, companions, interactivity with the world, base building, first person combat, character skills (RPG), variety of factions, POI and locations. It'll also have thousands of free mods. So I'm generally optimistic for the long-term future of SF.

Short clips of New Atlantis:


 
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Starfield outshines SC, ED and NMS in other areas like the level of detail of the environments, the ship customization, the epic (main) quests, companions, the interactivity with the world, variety of factions and locations. It'll also have thousands of free mods. So I'm generally optimistic for the long-term future of SF.
Me too in the long run...I'll perhaps even dust off my modding hat once the creation kit appears :)
 
The tiles do not wrap around the planet, because we cannot do a full circumnavigation of a planet.
We cannot explore the whole planet, because the tiles are different every time they are deleted and recreated even if it's the exact same location.

Knowing this is a Bethesda RPG, I really don't care.

However, with my procgen enthusiast hat on, I have to ask, have you got evidence for these statements? I'm very curious, as it would be unlike almost every other game design when procgen is used to generate terrain/levels/whatever. And of course it contradicts what Bethesda have said. Any links to actual evidence?
 
Knowing this is a Bethesda RPG, I really don't care.

However, with my procgen enthusiast hat on, I have to ask, have you got evidence for these statements? I'm very curious, as it would be unlike almost every other game design when procgen is used to generate terrain/levels/whatever. And of course it contradicts what Bethesda have said. Any links to actual evidence?
Really? So you would accept if Frontier did the same, replaced all the planets with few Tiles you can land on, removed landing and lift off from a planet with a cut scene?
 
Really? So you would accept if Frontier did the same, replaced all the planets with few Tiles you can land on, removed landing and lift off from a planet with a cut scene?

My expectations of both games are completely different, because the publishers of both games describe their games completely differently. I would never compare Bethesda 's Starfield RPG, which they describe as "a role-playing game set amongst the stars", to Frontier's Elite Dangerous, which they described as "a full galactic and technological simulation based on real scientific principles" (the description they gave when I purchased it). 🤷‍♂️

Now to directly answer your question, Frontier actually did something similar to this in Odyssey. There were many threads complaining about the changes to terrain generation at the time. Again, I quote Frontier, this time on their new terrain generation: "we're talking up 100km worth of terrain for example, which are now generated offline into terrain shapes that we know are formed."
So every landable planet you see in Odyssey actually uses repeating terrain tiles, generated offline.
 
My expectations of both games are completely different, because the publishers of both games describe their games completely differently. I would never compare Bethesda 's Starfield RPG, which they describe as "a role-playing game set amongst the stars", to Frontier's Elite Dangerous, which they described as "a full galactic and technological simulation based on real scientific principles" (the description they gave when I purchased it). 🤷‍♂️

Now to directly answer your question, Frontier actually did something similar to this in Odyssey. There were many threads complaining about the changes to terrain generation at the time. Again, I quote Frontier, this time on their new terrain generation: "we're talking up 100km worth of terrain for example, which are now generated offline into terrain shapes that we know are formed."
So every landable planet you see in Odyssey actually uses repeating terrain tiles, generated offline.
You could try to hide behind the titels, but it won't change the fact that a Planet is still a Planet and Space Exploration exists in both games. In ED Space Exploation consist of landing on Planets ( among other things), in Starfield it will be about landing on tiles. It's a huge immersion breaker.
 
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