Starfield's lead quest designer had 'absolutely no time' and had to hit the 'panic button' so the game would have a satisfying final quest - eviltoast
  • Ephera@lemmy.ml
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    8 months ago

    To be fair, a blank slate can also result in collective choice paralysis.

    If it had been clear from the start that they’re just doing another Fallout, then they could have gotten started on a main quest surrounding a nuclear freak accident with post-apolyptic hardships and maybe a reunification side arc.

    With Starfield, they first had to decide what problems might exist in this blank slate, before they could start telling about it.

    • WarmSoda@lemm.ee
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      8 months ago

      It’s too bad they didn’t have nine years to think of something.

      If you have 9 years to make a game and can’t figure out how to make it fun until the last year (bethsoft devs have said this happened) what are you even doing making games?

      I would love to have a job where I could spend a decade saying “I don’t know what to do” and still get paid.