***The Official Starfield Thread*** (As endorsed by TNA)

Looks like this will scratch the itch that SC continues to fail to deliver. A single player game will probably suit better these days anyway.

Shame it looks like the same visually lackluster and janky presentation that FO/ES games all suffer from....but if the gameplay's up to snuff and I can trundle around in my space ship doing RPG things I'll be happy.
 
When I say scale, I'm thinking of the ability to go from on foot on a planet, fly around in the atmosphere, up into space, around the solar system and then landing or exploring some other planet elsewhere. To be able to click some buttons in the cockpit etc. From what I've seen it's trying to run the line between sim (ala DCS) and game. Who knows what it'll look like in the future though.

Starfield appears to be: Fly to a planet and then click a spot on a map where you want to land, which I expect it will spawn a random generated section depending on the biome.

I'm not concerned by the graphics. Their games are never top of the line but it's the interaction with items that give the world a good feel. And mods ;)

The demo shown just looked very generic to me.
 
Combat and AI looks like the usual buggy jank. Exploration and ship customization got me intrigued. Expecting another classic Todd bait & switch regarding this though.
 
It depends what you can do on them and how fun is the exploration. SC aims at much more than what it has been seen here.

SC has aimed at a lot of things... and, as I understand it, missed its target every single time! :p

When I say scale, I'm thinking of the ability to go from on foot on a planet, fly around in the atmosphere, up into space, around the solar system and then landing or exploring some other planet elsewhere. To be able to click some buttons in the cockpit etc. From what I've seen it's trying to run the line between sim (ala DCS) and game. Who knows what it'll look like in the future though.

Starfield appears to be: Fly to a planet and then click a spot on a map where you want to land, which I expect it will spawn a random generated section depending on the biome.
Well, I recall another thread or two where people were talking about this very aspect, vs Elite's stupid, crappy (but thankfully optional) pre-flight checklist, vs DCS and similar realistic startup sequences, vs the hyper-realistic startup for this other very hardcore-realistic space-sim (Rogue System?) where it supposedly took half an hour just to get your ship ready to undock... and then all the time taken on approach, getting clearance to land, etc.
The overwhelming opinion seemed to be that it was all very nice and immersive the first few times... but afterward people just wanted to insta-start/insta-land their ship, get going and be off doing something far more interesting than fiddling with realistic sequences.

I think the real key is making this all optional, with as much or as little as you want, and for a single player game it should be far easier where it won't impact anyone else.
 
One thing I really am curious about, on the demo at the very start, a mouse cursor connected dots to allow a line to flow. Which looks like some form of loading screen. I wonder if we'll ever actually travel from planet to planet/star to star or will it all be behind a loading screen of dots?
 
I do agree. It's all well and good building something realistic aka DCS but it will always be a very niche audience. There's a reason MMOs always loosen restrictions with time and streamline things. From what I've seen of SC, it is aiming towards a nice balance. Newtonian-ish flight physics but you still get into a ship and press 1 key to power on everything as an example. Star Citizen's direction, features "coming soon™" with a persistent universe appeals more overall to me though. I see it as a space MMO with a heavy bias towards pvp.

If there's a good story I'll quite happily dump a load of time into Starfield. I think the basic parts appear to be there, from how little we've seen. The custom building options alone will keep me going for ages. But I still expect modders to come in and fix the game.
 
On the whole - meh. There's nothing new here, it fact I thought it looked quite dated.
it's "no mans sky" 2.0
One thing I really am curious about, on the demo at the very start, a mouse cursor connected dots to allow a line to flow. Which looks like some form of loading screen. I wonder if we'll ever actually travel from planet to planet/star to star or will it all be behind a loading screen of dots?

that was probably the flight mechanics :P a loading screen between planets aka "zones"
 
From what is looks like to me (and I'm sure this will be wrong) from the gameplay shown, there is an overview galaxy map (like in Mass Effect) which you can then fast travel to each system and plant from. It shows a scan button and set landing target when viewing a planet, i presume if you find a structure or city and want to land there the landing will be a cutscene like at the start of that gameplay presentation.
They confirmed you cannot fly from space to a planet so the only grey area is the space flight/combat for me. Is this just a big open area in each system you may encounter pirates or stations or will each time you orbit a plant be able to fly around it?
 
looks very bethesda which isn't a good thing.

I honestly have no idea how they ever got a rep as top developers, every game I've ever played by them has been a janky mess.
Elder scrolls is simply the reason.

Oblivion was great for its time, Skyrim too.

They rested in their laurels too long imo and haven't kept up with the time and have released mediocre games since
 
Elder scrolls is simply the reason.

Oblivion was great for its time, Skyrim too.

They rested in their laurels too long imo and haven't kept up with the time and have released mediocre games since
Well since Morrowind, the Elder Scrolls success has mostly been due to modders, so what really set their games apart is:
The Elder Scroll Construction Kit
For better or for worse, it is the construction kit and the wider modding community who fix most of bugs, full the Bethesda's empty worlds with things to do.

Without that, their games would be mostly boring.

Mind you, Daggerfall truly was ground breaking: if you went down a stair or similar in a special way, your character would break through the ground. Good think that back they had a levitate spell!

Back then breaking through the ground and levitating was often the only way to find things in the massive randomly generated dungeons anyhow.
 
Wonder how many travel transitions or cut-scenes there are to complete the campaign

fly off world, cutscene
fly to new system, cutscene
land on world, cutscene
go in to major town/building, cutscene?

maybe a 1/3rd of the way through they can allow teleportation across systems
 
Elder scrolls is simply the reason.

Oblivion was great for its time, Skyrim too.

They rested in their laurels too long imo and haven't kept up with the time and have released mediocre games since
The ES games have always been excellent RPG experiences, despite the jankiness and horrible combat. There aren't really any first person RPGs that have ever come close to the freedom of ES.
 
Their engine and style of play works really well for bow and arrows, shields and swords, fire and dragons etc,

However it doesn't work for guns in my opinion

Gunplay does look mediocre, but honestly had crap ton of fun in FO3, NV etc with gunplay so for me, while good gunplay is good, if the rest of the game is a blast and gunplay is meh, I can live with it.
 
SC has aimed at a lot of things... and, as I understand it, missed its target every single time! :p


Well, I recall another thread or two where people were talking about this very aspect, vs Elite's stupid, crappy (but thankfully optional) pre-flight checklist, vs DCS and similar realistic startup sequences, vs the hyper-realistic startup for this other very hardcore-realistic space-sim (Rogue System?) where it supposedly took half an hour just to get your ship ready to undock... and then all the time taken on approach, getting clearance to land, etc.
The overwhelming opinion seemed to be that it was all very nice and immersive the first few times... but afterward people just wanted to insta-start/insta-land their ship, get going and be off doing something far more interesting than fiddling with realistic sequences.

I think the real key is making this all optional, with as much or as little as you want, and for a single player game it should be far easier where it won't impact anyone else.

Features have been pushed forward, but most are very much "alive".

Advanced or "sim like" features are something... subjective, in a way. A lot of people are calling ArmA a sim, but it really isn't. Rather is a realistic military shooter with heavy emphasis on infantry. Some of the stuff from there, "copied" into other games, refined, would make one hell of an experience. Speaking of which, for helicopters and planes is having quite a nice balance to it - with some sim like experience/elements on the helicopter side for those who want it.

I don't see how Starfiled could be "very" realistic. This gameplay mechanic is pretty much "run and gun", flying as well. Nothing about vehicles on ground has been shown and they haven't got those so far in other games - so if they'll do it, will be completely new.

SC will land miles ahead of what's going on in Starfield, NMS or whatever other space game in production and is obvious why: they're not even bothering aiming that "high". Just like you don't see ArmA like games out there now.

 
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