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
  • AMillionNames@sh.itjust.works
    link
    fedilink
    English
    arrow-up
    5
    ·
    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.