Sure Todd, lol

  • Otome-chan
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    1142 years ago

    “1000+ planets are dull on purpose”

    No, they’re dull because no human team could make 1000 planets worth of interesting content in a single game development cycle.

        • @Dubious_Fart@lemmy.ml
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          2 years ago

          You know someone is gonna make a mod that generates random and unique bases from hab complex assets.

          And thats exactly why Bethesda doesnt put the effort in. cause they make the game, then the modders make it good for free… Or it used to be that, now they want to charge for mods and take a cut of the profits for shit they didnt make.

          • Otome-chan
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            32 years ago

            At a scale of 1k planets you’re going to have to rely on reused assets and procedural generation. At which point people not into procedural generation say that it’s “repetitive”. Especially if you only gen once for everyone and not each run lol.

            AI generation of assets and code will theoretically eventually resolve this, but that’s quite a ways off. They’re not even usable for such with human assistance yet. And if you have ai generating the content, it’s not really a human team making that stuff lol.

    • @Dubious_Fart@lemmy.ml
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      282 years ago

      They could at least make the random PoI’s interesting if there was some…randomness to them.

      Like, I walk into a PoI, I already know where the chests are, the locked doors, are, where the stupid fucking corpse in the shower is, etc etc. cause I’ve ran through this PoI 20 times.

      I dont know why at least the locations of chests and locked doors cant be randomized. Make things at least marginally interesting, instead of cookie cuttered to extreme.

      • @abraxas@lemmy.ml
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        32 years ago

        While I agree, I’ve been saying that about NMS for years. Not that we want to be comparing Starfield to NMS, of course.

      • Otome-chan
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        -72 years ago

        You can, but randomizing chests+locked doors is kinda complicated, and the more “interesting” your generations the harder it is to code and the more dev time it takes. And for a AAA game release you can’t really do that.

        Key+Lock randomization is something that has been solved, and has been used most notably in procedurally generated zeldalikes. But that’s still niche indie territory, and not used for major game releases.

        • @zalgotext@sh.itjust.works
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          62 years ago

          Hasn’t this game been in development for like 5 years? And they built it on an existing engine that they have tons of experience with. You could have said “they were limited on how much they could randomize POIs because of the old engine” and I would have believed you because that sounds way more plausible than “it’s hard to code, so AAA games can’t do it”. Like what?

          • Otome-chan
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            02 years ago

            The issue with procedural generation is the game has to be built for it from the ground up and in a modular way. AAAs try to make themselves appealing by using novel new high quality assets that aren’t modular.

            I haven’t played starfield so idk what they ended up doing, but from the sound of it they have pre-made assets/areas that they then place onto pre-generated worlds in a randomized way.

            To make one of these “areas” procedural in itself, they’d then have to code a whole system for that. With AAA/3D the hard part is making modular environments without it looking repetitive or ugly.

            My point isn’t so much that it can’t be done in a AAA game. But rather that it’s risky to do (not all players like it), and you have to structure your development around it. Lots can go wrong, there’s stuff you gotta sacrifice to make it work, etc.

            If starfield is on the old bethesda engine then that’s even more of a reason. You can’t just plug and play an entire procedural generation thing in there without some fairly large overhauls or just gluing on an unrelated system.

            In practice, bethesda probably took the lazy route: using their existing engine without major changes, then just making new assets for it, throwing stuff about a bit randomly, and calling it a day.

            That’s the thing about procedural generation is: it’s a lot of effort and sucks up a huge part of the game’s development and comes at some pretty strict costs (repetitive looking environments/gameplay, reduced novelty, larger programming dev time to make it work). It can be done, but for a cost-cutting AAA studio they’re not gonna bother.

            • @XenoStare@lemmy.world
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              52 years ago

              They already have once though. Many of Morrowind’s dungeons were procedurally generated in development then edited a bit after, that was the same engine. Same with Daggerfall altho that was a diff engine.

              Very different game but Amnesia: the Bunker has plenty of procedural generation as well.

              It’s not at all impossible for one of the largest game development studios to have some procedurally generated, essentially dungeon content. Doing a bit more than the exact same place copied and pasted would be a huge undertaking yes, but if they wanted to they could have. There are plenty of 3D rogue-likes out now as well. Returnal is AAA and haa procedurally generated levels, far more complicated than neccesary for Bethesda to do in order to populate planets in their game about planet exploration.

              • Otome-chan
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                -12 years ago

                I didn’t say it’s impossible. Just that it’s harder, takes deliberate effort, etc. For AAA games they don’t bother with that kind of thing because it’s larger expense and larger risk.

                • @Dubious_Fart@lemmy.ml
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                  52 years ago

                  Just to wheel things back onto the road.

                  I was never asking for fully procedurally generated dungeons.

                  I just said randomize chest locations and door locks. It cant be that hard for a company that has been using the same game engine for almost 22 years to implement a node system to roll a spawn chance for a chest, or a door to be locked or not (with a higher chance of node spawns behind locked doors).

                  Hell, they could have even gone the lazy way and just copy and pasted the PoI a few times and manually changed the cosmetics/appearances.

                  With space and prefab buildings, they have the ultimate excuse for why every dungeon is identical (at least until you get into the underground caves…), but not every one of them should have the same dead body inthe same location in the same shower, the same succulent on the same shelf. move the body to a different location! Have a chance for a cluster of books to spawn instead of the succulent! Its a prefabricated hab structure, but that doesnt mean they come with such strict instructions as “Only succulent A on this shelf”

        • Malta Soron
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          52 years ago

          Couldn’t they just have copied the locations a few times and changed up the doors and chests by hand? Seems like an easy fix.

          • Otome-chan
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            12 years ago

            yes. I haven’t played the game so idk the details of what’s up. but at 1k+ planet-sized spaces it’s hard to have a team go over that by hand. Planets are large. But I have no doubt that bethesda team was probably super lazy as well.

  • @ImplyingImplications@lemmy.ca
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    1002 years ago

    Most of the planets are dull on purpose because my graphics card catches fire if there’s too much excitement on screen. Thanks for looking out for me, Todd!

  • @Beetschnapps@lemmy.world
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    2 years ago

    Ah yes “…Bethesda’s managing director, and Todd Howard, who is Todd Howard.”

    Thanks for clearing that up AI writer.

    Also how is it thrilling to “blast off” and “set foot on a new planet” when the game is more clicking through menus and fast traveling.

    In No man’s sky you actually land. In star field you fast travel.

      • @Beetschnapps@lemmy.world
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        Not necessarily but yea it trades the bespoke environments for generated ones that aren’t so dissimilar.

        I think it makes for interesting comparison. Both space traveling games, one comprised of specially designed levels navigated by menus, the other less variety but you actually journey to them and given the sheer number you can actually discover and name a planet no one’s ever been to.

        Both valid but I think starfield shouldn’t really advertise in exploration. Unlike NMS it’s far more narrative based.

        • @Treczoks@lemm.ee
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          52 years ago

          Both valid but I think starfield shouldn’t advertise really advertise in exploration. Unlike NMS it’s far more narrative based.

          Yep. There are three space games on the market that are not too far apart: NMS, Elite: Dangerous, and Starfield. They have similarities, they have differences, and they have different target audiences.

    • terwn43lp
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      52 years ago

      coming from elite dangerous, flying in NMS feels incredibly simplified. landing is literally “push a button to land”. either way, they both beat starfield in that department

      • @Beetschnapps@lemmy.world
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        72 years ago

        Totally it is but that’s the style. The game isn’t trying to simulate complexity, it’s more a kick back and relax game masquerading as a prog-rock album cover. Pressing X to let your ship land itself gives you just enough time to hit a joint and make a plan.

          • @Koffiato@lemmy.ml
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            12 years ago

            Landing or taking off isn’t interrupted with a loading screen in either game. You also have freedom of pointing ship to a direction and go there.

            Those two things combine to make you feel like you are moving around the game world as opposed to game world moving around you.

    • Carighan Maconar
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      32 years ago

      RockPaperShotgun’s review is out now, and I could not agree more. The game is so meaningless.

      It’s crazy impressive. Especially on a technical level. But it feels like a tech demo more than a game almost. It’s still fun to idle time away in, but it’s not engaging. At all. It’s brain idle time. In a positive way, but also no more than that.

    • @buddhabound@lemmy.world
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      12 years ago

      I told my buddy the other day that it was Bethesda Menu Simulator 2023, and I wasn’t wrong. I was working on my outpost, so I’d place some stuff, go to star map, select the planet with the material, pick a landing spot, land, get up, mine ore for 5 minutes, fast travel to ship, repeat 2-3 more planets, choose the outpost, land, place some more stuff. Then repeat.

        • @buddhabound@lemmy.world
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          2 years ago

          Or, and I know this is a crazy idea, Bethesda could have made a game that has enough content to fill the space (pun intended) they created. Yes. I can run back to my ship through the mined out area I just cleared just to prove a point that the game is as flawless as you’d like to believe. Or, I can offer one fair critique of the game.

          I’m looking forward to what modders do with the canvas Bethesda has provided.

          • @Jakeroxs@sh.itjust.works
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            32 years ago

            Nah I mean you can just fast travel off the planet without first having to fast travel back to your ship, a few less loading screens and menu interactions right there.

            • @buddhabound@lemmy.world
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              -12 years ago

              Honestly, I didn’t even think to just go to another planet without stopping by my ship first. That’s somehow… worse? I thought it was super weird when I realized I could do it from the outpost without a ship nearby, but hadn’t thought to just fast travel everywhere all the time.

              • @Jakeroxs@sh.itjust.works
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                22 years ago

                Definitely saves some time and extra loading screens/menu navigation, sorry I wasn’t clear with what I meant initially.

      • @Dubious_Fart@lemmy.ml
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        22 years ago

        i find it less headache to just sit in UC distrobution and fast forward 24 hours to keep reseting inventory to get all the mats I need to build, at least my starter shit.

  • @Katana314@lemmy.world
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    702 years ago

    To give an impression of what it’s been like for me:

    I had a quest where I needed Iron. I found a random planet that had it, and picked a spot in the middle of the scan readouts. Arrive, looks like a barren rock - but that’s fine because I only wanted rocks. However, I see something in the distance, and check it out. On the way, I find a wandering trader taking her alien dog for a walk, and sell some stuff weighing me down. I find a cave, where a colonist is hiding out with a respiratory infection - and am able to help them get out as a little mini-quest, though the infection spreads to me.

    I come past a little mining installation, where I find a bounty hunter that tells me of a bounty nearby she’s offering to split with me. We do so, fighting a base full of raiders to get to their captain, and I finally decide to leave.

    The key here is, I don’t think any of those quests are amazing - they’re likely very dynamically generated. But they’re also not fun to “seek them out” - just to come across them in some other mission, like trying to make an outpost or mining for stuff.

      • @glimse@lemmy.world
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        142 years ago

        Sounds like play lol I mean it’s a game about exploring

        If exploration isn’t fun to you, that’s ok. There’s plenty of games out there that are more linear.

      • @Katana314@lemmy.world
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        72 years ago

        I mean, I can’t even argue against that. Some people find some forms of work fulfilling, and even switch to games because their own jobs don’t actually give them that feeling of fulfillment.

        Monster Hunter is a prime example of a game that sets such elongated goals that it’s regarded as a “grind-heavy” game - but its players like the grind. Heck, the entire space simulator genre often involves quite a lot of “Space Truck Simulator” gameplay, where you’re just engineering good ways to ferry cargo around.

        Which is not to say that’s what Starfield aims for. From what I’ve played, it’s closer to Sea of Thieves, having adventurous interruptions - where you start a boring, routine mission to bring Sugar from one merchant post to another, but then get ambushed by a skeleton ship, then a giant shark, then find a map to a buried treasure nearby.

  • @HerrBeter@lemmy.world
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    522 years ago

    Todd forgets this is a game and not real life where you have to train and study for 30 years to go to the moon. He forgot that the main intricacy is the stories you can make for the player.

    Like assassins creed has big cities. Which feel dead, not enjoyable.

    • @Hasuris@sopuli.xyz
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      222 years ago

      In RL most of the “excitement” in space comes from not wanting to fuck up and die. Games don’t have that, Todd.

      • @Tar_alcaran@lemmy.world
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        202 years ago

        Some do, but they make it their main draw. The reason Kerbal Space Program is fun, is fun because you can fuck up and die in a million different ways, and not doing so is chalenging and succes is rewarding while failure is hilarious(ly frustrating).

        Not fucking up and dying in Starfield means pressing the Use Healthpack frequently enough.

    • @Sacha@lemmy.world
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      132 years ago

      Yup, classic case of realism not always making the game better.

      I went to earth to check it out, I know the lore of why it is a giant sand ball but that also disappoints me. I walked around the approximate area of where I am from and found a small cave. But there was nothing in the cave except some abandoned drugs. I couldn’t interact with the glowing mushrooms, mine any minerals, etc. I was hoping for a sprawling cavern or something and just… nope. I might go back to earth to explore it some more but it’s so bland.

      What do you think is behind that rock?

      Another rock.

      • @Darkard@lemmy.world
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        42 years ago

        I was hoping for at least some scattered ruins on earth. Like there are random generated gas tanks and buildings on most planets.

        Just something a little unique.

        Maybe I should try and learn to mod it and do that.

  • @Zacryon@feddit.de
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    2 years ago

    Disclaimer: My comment is a reaction to the stuff Todd and his minions said in the article, not necessarily about the game itself. I haven’t played Starfield yet. I just find the statements really weak and want to express why I see it that way.

    Yeaaahh that’s nice for maybe a couple of hours, but then it starts to get boring. That’s not how you keep players engaged, although there are of course those who don’t find that boring at all.

    We’re not astronauts, we’re not there. Astronauts had the thrill of the voyage through space, stepping on the moon and feeling with ones own body how it is to walk on the moon’s dust in low gravity. Also astronauts had and have a shitload of scientific equipment and experiments to carry out, i.e., a purpose beyond the mere jolly walking.

    If they were just there for walking and that for days, weeks, months, they would get bored pretty fast as well.

    Take a look at No Man’s Sky. Similar problem. The procedural generation algorithm made planets look familiar after you’ve seen a couple. There is nothing new. Exploration became unrewarded. But Hello Games has massively improved on that over the years and produced a game where you can sink dozens of hours without getting bored so easily.

    • @Chailles@lemmy.world
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      72 years ago

      No Man’s Sky still has the same problem it began with, although the landscapes are vastly improved. It doesn’t matter what planet it is, there’s nothing to distinguish it from the last planet other than what species owns the system, the flavor of hazard present, and the overall color.

      No Man’s Sky honestly has not enough planets with just dead barren empty planets. At least in Starfield, there’s some magic in seeing actual fauna. You don’t get that feeling in No Man’s Sky because you’ve seen fauna and flora on the last 30 planets you’ve been to. You need those empty planets to make the planets with life actually feel special.

      • @Zacryon@feddit.de
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        22 years ago

        No Man’s Sky still has the same problem it began with, although the landscapes are vastly improved. It doesn’t matter what planet it is, there’s nothing to distinguish it from the last planet other than what species owns the system, the flavor of hazard present, and the overall color.

        Regarding the variety and interesting features of the bare planets, I tend to agree. My point was rather that there is more to do now and the fun with - even familiar planets - lasts longer.

        No Man’s Sky honestly has not enough planets with just dead barren empty planets.

        This is not correct. The amount of more dead planets immensely depends on - spoiler alert -

        spoiler

        the galaxy you’re in. NMS has different galaxies with different distributions for lush or dead planets. This also has some effects on the difficulty.

          • @Zacryon@feddit.de
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            12 years ago

            You don’t need to. There are different possibilities for switching galaxies. The simplest ones would be to use portals which is accessible very early in the game.

            • @Chailles@lemmy.world
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              22 years ago

              Okay, but from my understanding, in order to change galaxies, I have to find a portal, figure however to use the portal, and then switch galaxies.

              For someone whose put in a few hours into the game multiple times as the game has been steadily updated, I didn’t know about portals or even that switching galaxies was even a thing. So telling me I’m incorrect because it’s NG+ COULD have fixed it for me is pretty disingenuous. How am I suppose to know that after going through 6 more galaxies that I can get what I wanted from the start?

    • Sentient Loom
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      22 years ago

      I’ve played Starfield and it’s fantastic. There’s so much story. The world-bulding is different because there’s literally 1000+ worlds and they’re mostly uninhabited. I’m not sure what else you would expect. There are some huge, in-depth cities and some beautiful landscapes. But there’s also empty deserts and plains, just like we see everywhere in space.

    • R0cket_M00se
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      12 years ago

      Yeah, the first thing I did when getting to the core was to generate an ancestral galaxy so that there would be more dead worlds. Didn’t like having every place overrun with life.

  • MysticKetchup
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    362 years ago

    Starfield sounds like an okay game but all the PR responding to complaints sounds like an absolute disaster. Stop letting Todd answer these things directly

    • @TechnoBabble@lemm.ee
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      202 years ago

      I’ve flipped flopped my consensus about the game a couple times, but my conclusion is this…

      Starfield is not going to be what you expected from Skyrim in space, at first. It will seem weird and claustrophobic and broken.

      But if you give yourself a bit to acclimate to the world they’ve built, there is a surprisingly engaging game underneath.

      I believe they’ve left most planets barren on purpose, so they can easily shove DLC wherever they want for the next 10 years.

      “New facehugger planet, 20 hours of exciting quests and valuable loot! - $29.99”

      That’s 100% going to happen.

      • @abraxas@lemmy.ml
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        22 years ago

        So far, Starfield is exactly like Skyrim in space to me. There’s as many carefully crafted cities, and quite a few carefully crafted locales. There’s just a lot more space in Starfield (estimated about 500x more. Skyrim is 15sq miles, and those 1000 planets are each a couple square miles ingame). Sounds like there may be less hand-crafted content in Starfield than Skyrim, but that’s hard to tell.

        I’m definitely not finding Starfield to be claustrophic. On the contrary, a bit agoraphobic.

        • @100@lemm.ee
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          32 years ago

          I think there’s definitely more handcrafted content in Starfield than Skyrim, there’s also tons tons more dead space with nothing at all.

          • @abraxas@lemmy.ml
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            12 years ago

            Some folks say there’s only about 25 hours of handcrafted stuff. I’m not late enough in to know for sure.

            • @100@lemm.ee
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              12 years ago

              Yeah no way. I’ve played longer than that and I haven’t even done the main quest.

  • Blue and Orange
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    222 years ago

    I really like the game so far but it really needs some kind of vehicle for travelling around planets. Like the exocraft from No Man’s Sky.

    • R0cket_M00se
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      72 years ago

      You can’t even traverse the whole thing, right? Don’t you hit a barrier and are forced to backtrack and take off/land somewhere else?

    • @NuanceDemon@lemmy.world
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      2 years ago

      Game engine limitations, apparently. Say a thread on exactly this earlier today.

      Agree it is much poorer for lacking them. It’s immersion breaking being in the far future, zipping around on an interstellar craft, yet being forced to explore slowly on foot. I really can’t even use the ship? Cmon.

  • Yepthatsme
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    202 years ago

    I have no clue what people are talking about? I have beaten it twice and surveyed an entire solar system and there was plenty. You can fly around to any point in most planets and moons and have stuff generate at each landing, within hiking distance.

    I feel like the game is so big and good, the haters are just hating and being stupidly immature about it.

    • @vitriolix@lemmy.ml
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      62 years ago

      I think here we are reacting to the colossally dumb reasoning in the quote from the article. Astronauts had a few things to be excited about that gamers… won’t

    • @CraigeryTheKid@beehaw.org
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      22 years ago

      Beaten it twice? like the main story? Honestly I forgot Skyrim had a story too. I always wandered for so long I forgot what I was doing.

    • @Kilamaos@lemmy.world
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      12 years ago

      Ng+2 ? Any more change at +2 over +1, apart from the item & ship? Does the suit even improve ? And the ship ?A good mantis still is better I found

    • stevedidWHAT
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      32 years ago

      Who needs logic and rhetoric when you have 💰

      Lord knows there’s enough content creators now to self sustain shit games and businesses for all of time regardless of what genpop is interested in

  • @banana_meccanica@feddit.it
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    182 years ago

    They thought they had a brilliant idea, but it’s not. It’s a classic. The space is beautiful, of course, but it’s the interactions that make a game unique. No interaction, no party.

  • @lemming007@lemmy.world
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    2 years ago

    I gave Starfield a fair chance, I played it for 20 hours, patiently waiting on why it deserved an “8.4” rating from critics. But it never delivered. The gameplay is a copy of Fallout 4, the user interface is a mess (they’ve gone backwards somehow) and the world is just so generic and uninspiring that I couldn’t bear one more minute of it.

    I can see why it’s got a 5.5 from real players.

    On a side note, the gaming reviews now mirror Rotten tomatoes. What the professional paid “critics” love, doesn’t necessarily mean the players do, and vice versa. The real players always give a more fair rating.