The copy/paste aspect of it is what really got me, and made me want to stop playing.
I’m okay with procedural generation, and there’s a lot of games that handle that sort of thing well. I never feel like exploration is a waste of time in Minecraft, for example, because there are always unique sorts of quirks about how the world is assembled that can still surprise you even if you’ve played for a while.
Starfield was fun for me early on. I was enjoying some of the sidequests and taking some time to just wander aimlessly in different planets. I would actually wake up feeling excited to play more during that first week.
But there was one moment where I was exploring a new planet, and I came upon the exact copy of a dungeon that I had done once already. Exactly the same, down to the layout of the halls, the trip mines placed up near the entrance, the locations of the enemies, and so on. That’s when it felt like I was running out of things to do. The world is procedurally generated, but it’s procedurally generated in a bad way, where there’s really only a small handful of different “things” that can just be anywhere, and there’s nothing really different in the ways that you can interact with them.
Plus the comedy of being on a no-atmosphere planet and seeing some of the clutter on outdoor balconies be, like, open food and drink packages as if people are just casually snacking in the vacuum of space.
yeah i completely agree. it’s in the details. there are so many oversights and inconsistencies that the game feels soulless, like they didn’t have a central vision they were trying to create. it’s a lot of jumbled parts that oddly feel both repetitive and disjoint. lots of the quests feel the same, and the game just gets so predictable.
The copy/paste aspect of it is what really got me, and made me want to stop playing.
I’m okay with procedural generation, and there’s a lot of games that handle that sort of thing well. I never feel like exploration is a waste of time in Minecraft, for example, because there are always unique sorts of quirks about how the world is assembled that can still surprise you even if you’ve played for a while.
Starfield was fun for me early on. I was enjoying some of the sidequests and taking some time to just wander aimlessly in different planets. I would actually wake up feeling excited to play more during that first week.
But there was one moment where I was exploring a new planet, and I came upon the exact copy of a dungeon that I had done once already. Exactly the same, down to the layout of the halls, the trip mines placed up near the entrance, the locations of the enemies, and so on. That’s when it felt like I was running out of things to do. The world is procedurally generated, but it’s procedurally generated in a bad way, where there’s really only a small handful of different “things” that can just be anywhere, and there’s nothing really different in the ways that you can interact with them.
Plus the comedy of being on a no-atmosphere planet and seeing some of the clutter on outdoor balconies be, like, open food and drink packages as if people are just casually snacking in the vacuum of space.
yeah i completely agree. it’s in the details. there are so many oversights and inconsistencies that the game feels soulless, like they didn’t have a central vision they were trying to create. it’s a lot of jumbled parts that oddly feel both repetitive and disjoint. lots of the quests feel the same, and the game just gets so predictable.