To be fair, most of the cosmos in real life is literally empty. However, realism is overrated. The whole reason we play video games is because real life sucks.
Unless it’s a driving game. Arcade-style racers just aren’t fun. You barely have to use the brakes (if at all), and the AI cheats. I much rather play a racing sim.
Otherwise I agree.
I have a sim race setup in my living room and play ACC and compete in iracing events. That being said, you’re not going to tell me Burnout Paradise isn’t fun. It serves a purpose. I don’t go into it looking for ACC level brake temperatures or tire wear, i go into it to drive 150mph around corners and smash into other cars.
And like of we were space faring, you think that shit wouldn’t be capitalized on?? If there was a dollar to make on it someone would be there, and that alone opens so many possibilities for world building
This borders upon one of my favorite topics actually - there ARE resources up there, which WOULD be valuable, but the cost of getting machinery and equipment up there is literally astronomical. Little known in public circles is the additional (and also enormous) cost of getting shit back down safely.
In order to be cost effective, the stuff we put into space would need to stay there. Asteroid mining is only better than break-even in terms of resources if it DOESN’T come back to earth! For instance, if we had an orbital (or lunar) habitat for refining and manufacturing, where an asteroid capture and retrieval vehicle can be built, fueled, and launched, and then return to, ONLY THEN would it bring back more useful minerals, chemical compounds, and other materials than it would take to launch…
… because the simple fact is that it takes a shit ton of energy to leave Earth’s gravity well and destroys a lot of resources in terms of making (and surviving) that journey.
And then instead of building stuff on earth that consume an order of magnitude more than their construction in just transit, we can build it ALREADY UP THERE. That brings us to the last problem, though:
It’s no use to any person except someone who is already up there, too.
I’m not even talking about money cost here. Money has no point here until there are humans who want things and need a means by which to measure those wants against the context of what productive capacity is available, represent the magnitude of their want, and represent the transfer of material goods to satisfy those wants. AKA respectively a store of value, unit of account, and medium exchange–the definition of currency.
Space will only be profitable in space.
Space elevator dude, then your only cost is the energy to counteract gravity - which brings the second cooler idea I just had; Solar panel filled planets - cause what else would you do with all the raw material and surface area (thermal based or silicon, both could be easily setup with natural materials on an empty planet)
Edit cause I forgot to say we already have materials with the right tensile strength to theoretically hold a boulder in orbit, just not enough to get there. but we would in 300 years
I spent 20 hours exploring one solar system alone. Yea some planets are empty. Not many though. The complaints so far are really shallow.
Man you can spend so much time digging through a base to find neat shit and story
shallow isn’t what I’d call these complaints, I’d call them childish. I’m having a ton of fun
Right? There’s so effing much to do. I’m about to dive into building my first outpost and I’ve already put in 30 hours into the game in the first 3 star systems without tackling more than a couple side quests. Doing the alben quest line right now and it’s so much fun.
Someone said go play NMS because it’s better? Ffs no it’s not.
I don’t get any of the complaints yet. Except for the local map. Wtf were they thinking. I thought it was a bug. And maybe the item menus. I need to see more.
I’ve heard this phrase, or iterations of it, so many times over the years, especially in regards to space games, that I’m convinced the people spewing it constantly have absolutely no idea what a deep space game actually is. I think they’re just there to complain regardless of how much depth there is.
The people having fun aren’t the ones writing these knee-jerk critiques. They’re the ones engrossed in the game atm and their opinions will be better reflected once they’re done.
There’s a lot of reason for the haters to hate on this one. Bethesda game, no space travel like NMS, no PS5 release. All things which were either a given or should have otherwise been obvious, but still, clicks are clicks and so any reason to hate is reason enough.
After 30 hours, I’ve honestly seen no reason to upgrade my ship. It’s just a speed bump to fast travel.
And the main critique I have is that there isn’t any real discovery. When you go to most of the new planets, you’re given one to three points of interest, you land there, and see an “abandoned [something]” overrun with enemies. You clear them out, generally get nothing of value, then move on. It’s quite repetitive gameplay.
Outside of following quest lines, there’s not much reason to explore.
I kinda feel like I’m just passing time, but not really having fun. Still, it’s one of those games that I don’t want to stop playing because I do actually want to see where the main story goes.
I really don’t think the empty planets are the problem. Space Engineers has empty planets. Stationeers has empty planets. But they have interesting things to do on those empty planets. Problems to solve. Systems to build and improve.
Everything in Starfield feels like more clicking through (horribly outdated) menus and inventory screens. Between those and the loading screens, the only time the game is really fun is when you’re shooting pirates. But there are games that do that part much much better.
I think that’s how I’d summarize the whole game: lots of things to do but none of it has any depth and everything has been done much better elsewhere.
When they said this would be hard sci-fi, I actually imagined myself piloting an actual space ship and doing astronaut things, not a glorified magic plane.
If someone is looking for what Starfield offers but better, here are my recommendations at a fraction of cost:
- Space combat, but better: Everspace, Everspace 2, House of the Dying Sun, Chorus, FTL
- Hard(ish) Sci-fi shooter, but better: Titanfall 2, Call of Duty Infinity Warfare, Mass Effect (technically not FPS)
- Exploration, but better: Outer wilds, No Man’s Sky, Astroneer, Deep Rock Galactic (I would say subnautica but that’s not really space).
- Privateering, but better: Star traders: Frontiers (Though not 3D).
Maybe the issue is that this game, like NMS before, tried to be everything to everyone and didn’t develop towards something meaningful.
Hopefully, like NMS will find its soul and develop into something worth playing. (IMO)
EDIT: This is a stealthy way of getting recommendations ;)
If you like these sorts of games (particularly games like Titanfall and Subnautica, or DRG), you might really like Elite Dangerous. Has a big learning curve, but it’s a “once every decade or two” game when it comes to scratching a deep deep Sci fi itch. 1:1* milky way, set thousands of years in the future, with a variety of ships and missions,with excellent HOTAS and VR support. Co-op up to five people, even more if you are in a public server. FPS game with a variety of vehicles, from small cars to aircraft carriers 4x the length of the burj Khalifa.
- the milky way is cut down slightly, as the core of our galaxy is so dense with stars, it melts computers and makes it impossible to fly between stars, which are almost as dense as sand in a sandbox.
My memory of Elite Dangerous is trying to start auto-undocking, and the flight computer putting me on hold because of another person floating around in the docking bay. Eventually, it aborted the auto-undock; and the tutorial had not taught me how to release the controls to manually undock. So, eventually the station’s security systems flagged me as flying in unpermitted space and destroyed my ship.
So that does seem to echo the “big learning curve” bit.
Elite is fantastic at being Elite, I’m actually glad starfield isn’t like elite though. Elite is all about the beautiful desolation of space, and the attempts of humanity to carve out a place in that desolation. But there’s not really any story or characters or much stuff that isn’t procedurally generated. It’s just you and the grind in a really pretty world.
When I have an itch that elite will scratch I pop on and enjoy being in the cockpit (especially in VR). Im playing starfield to scratch that BGS rpg itch. If I had to manually jump from system to system and fly my ship in to land everytime I want to do a small quest I’d be really put off of starfield.
I haven’t played Elite Dangerous since the first year it came out. At that time it was the very definition of “A mile wide and an inch deep” though.
Has it gotten any deeper?
Surprised you didn’t mention the star citizen and space engineers. They have that I’m a space mining cowboy aspect nailed down pretty well.
I just see these big tentpole games from Bethesda as the latest platform for mods. The users are going to create better content, I just have to wait for the mod tools to come out.
When they said this would be hard sci-fi, I actually imagined myself piloting an actual space ship and doing astronaut things
So, KSP 1&2 then? :)
I think for me everything doesn’t feel connected, to go anywhere it’s always a loading screen. It is very clearly a limitation of their engine, but it just makes everything feel disconnected.
I’m actually curious how it would feel if it went Half-Life 2’s route; keep the transitions in first-person view, and put up loading indicators when needed, but at least let people see/feel the transition to the next thing.
It probably would have done a lot if, after selecting a nav point to go to, you actually pushed a “Enter hyperspace” throttle on the dash, and then got a loading screen with the stars flying past.
Bethesda games are puddles of water: wide with content, but completely shallow in depth.
Everything in Starfield feels like more clicking through (horribly outdated) menus and inventory screens. Between those and the loading screens, the only time the game is really fun is when you’re shooting pirates. But there are games that do that part much much better.
This is just a summary of modern Bethesda games in a nutshell, except forgetting to mention bugs as well.
I really don’t know what people where expecting with Starfield
The game has some issues but, surprisingly, bugs really aren’t one of them.
No it really isn’t. In all prior Bethesda games you could get from any place in the world to any other just by walking and maybe some loading screens if you’re going from/to a city or dungeon. In Starfield you have to use menus and loading screens to get from most places to most other places.
Also, Starfield places more emphasis on amassing items due to having resources etc than the previous-worst Fallout 4, and all prior Bethesda games didn’t have resources to manage, just items.
So no, while Starfield is very much like previous Bethesda games, many flaws and issues are exacerbated.
I’d like to know how many of you actually WALKED everywhere in Skyrim or Fallout, I tried it once, boring as fuck and extremely irritating when a quest took me from one side of the map to the other and back. Fast traveling is good and a majority of people that play their game use it almost exclusively where possible.
Y’all are delusional if you think people want to play walking simulators all the time in their RPGs, it’s a very small group who plays them that way.
I could understand expecting improvements before they actually showed the game off; but after the very first gameplay reveal, it should have been pretty obvious to anyone familiar with BGS that it was going to be the same as Skyrim and Fallout 4, but with a different aesthetic and theme.
Everything Starfield does to blow my expectations is that it’s surprisingly stable and bug free. I’m playing it with a 1660 Super and it’s actually playable (I mean, only 30 fps when outside); the card isn’t even supported! Fallout 4 wasn’t even playable at launch (single digit fps when anywhere near Boston) and I had the recommended specs for it.
That’s at least a step up from No Man’s Sky, which promised unexplored universes. It then delivered every planet already having a base of at least one alien race.
At this point I would welcome literal empty planets.
That did actually get fixed later on (like in 2018) - there’s now undiscovered systems that you can stumble across, along with abandoned systems. Can kinda see why it took a while to get added - undiscovered systems are kinda…boring.
The sentinels are there, but that’s because they’re basically semi-divine beings and seperate from everything
I really can’t decide if I agree or not. Only had a chance to play 4 hours or so. My main impression so far is the menus are clunky and I hate how reliant travel is on the menu system. Doesn’t feel like I’m actually piloting anything
My argument for why landing on the moon wasn’t boring is they actually got to pilot the ship, landing it safely on the surface. If the astronauts had a cut scene where they were suddenly landing safely just so they could then fast travel home, having nothing to do on the surface would’ve been far more of an issue.
I thought that fast-travel-via-menu was clunky too after 4 hours. Then I realized you don’t need to use the menus to fast travel, it’s just perhaps clunkier to do so from your cockpit. Aim at a planet, go into scan mode, then tap A and hold X (on controller). Here’s a video demoing it.
There are several less than intuitive features in the game that I’m slowing discovering by paying more attention to the prompts at the bottom of the screen. I may have missed a tooltip but it seems this is a very common one based on negative feedback.
The person that made FallUI (a solid UI mod for Fallout 4 that fixes inventory management amd other stuff) released a mod for Starfield’s inventory last night.
https://www.nexusmods.com/starfield/mods/773?tab=description
200 million dollar budget, as large as a summer blockbuster film, yet a dude with his free time fixed an issue that was the devs responsibility. Remind me why this game is $70?
UI elements are usually designed to work on the lowest common denominator. Small screens, struggling cpus, etc. Modders don’t care about any of that.
The people who’re emotionally invested in something will almost always make something better than the developers themselves.
Do Nexus mods disable steam achievements, or is there a mod that prevents that? I’m a filthy achievement hunter and at least for my first playthrough I want to grab as many as I can. But I don’t consider mods like this to be cheating.
Yea that’s my main problem so far, I don’t understand how NMS and space engineers both allow seamless travel from space to atmosphere but this major studio game forces me to open up the map and select land. Hopefully a mod fixes it because this is pretty atrocious for $70
It’s an engine limitation. The Engine that Bethesda holds onto with an iron fist is what hampers their games.
However, the opposite side of the coin is, that it makes them super easy to modify, so people can make their own additions. Because Starfield is using the same engine as Skyrim and Fallout 4.
I haven’t played NMS, but watched a lot of videos regarding simulating planets, atmosphere (and transitioning to-from space) around the time it was hyped, and assumed that’s what NMS is doing. Which is (maybe? I haven’t played) why you can walk around the whole planet, and take off and turn around and see that same planet from space without loading, etc.
NMS as I understand it is a simulation first, sandbox second.
Starfield sounds like Spacerim if anything, with instanced planets that are separate from space. At ground level, planets are just flat planes and you only explore a small, generated chunk at one loaded instance. It’s not actually a spherical planet when on the ground.
4 hours is not enough time to get a sense of it.
I’m pretty blown away, while at the same time recognizing why the first 15 hours are disappointing a lot of people.
In Skyrim, you see on the map something interesting and then start heading there discovering things along the way.
In Fallout, maybe you see a tower of a building or a bridge.
In this game, everything is ‘hidden’ behind navigation screens.
It’s probably the largest distribution of open world content across an open world to date, but it feels very much like you are walking around with blinders on.
But a lot of the issues I had early on were with approaching it like it was a Skyrim or a Fallout, as a map to be fully explored, looking in every crate or looting every enemy, etc.
The entire paradigm of the game is different from anything I’ve played before.
Space is a backdrop for the establishment of a living RPG universe. It throws in radiant system stuff for small missions to pick up credits here and there if you like, and tons of handcrafted side quest distractions.
It’s a brilliant play by Bethesda particularly for Microsoft, as this is effectively a live service single player game, that subscribers to GamePass will continue to stay playing for months. The opportunities for additional content being worked into it is literally endless.
The problem is that it’s very hard to communicate that scale and scope in the first few hours. So you are running around a more linear tutorial phase without the mystery and enticing that a viewable open world delivers.
It’s pretty wild to see the shift from players of “this is disappointing” to “this is incredible” as the number of hours in the game increases.
I actually wonder in terms of the ratings what the actual playtime was for each review relative to the score.
It might not be a game for everyone, but it’s probably more of a game for everyone than any previous Bethesda RPG. It just takes a while to find that scope for any given player.
Some of the criticisms are ridiculous though. Like I saw a new piece that actually claimed navigating the universe would be more fun if it worked like Elite: Dangerous, which it said was immersive and quick with its FSD.
I can just imagine having a quest at Hutton Orbital (takes an hour and a half real time) and watching the reviews had they needed to actually leg it to the destination.
It is its own thing.