A Starfield remake, of sorts, has been created in 48 hours, incorporating seamless travel between planets, something missing from the actual Bethesda RPG.

    •  cdipierr   ( @cdipierr@beehaw.org ) 
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      7910 months ago

      Yeah - of course games are hard - but all he did was rough out a planet-to-space experience in Unreal Engine with a Starfield aesthetic. If he started trying to build an actual game on it… Well an 8 year timeline doesn’t seem crazy.

      • And this whole conversation overlooks one of the major complaints a player would have of Bethesda did the same thing.

        Entering an atmosphere changes the physics and those physics are different for all sorts of reasons on every planetary body for every ship. From gravity to atmospheric density the ship would fly differently on every one and that ignores the fact that ships are near enough to infinite in configuration in this game due to the builder.

        If Bethesda did this, players would be complaining it wasn’t realistic enough.

              • While I had forgetten about Kerbal space program, I would point out two major things about that comparison. KSP is entirely about the ship flight. That is the entire games purpose. And second, when I played it a few years after release, it was hardly stable and wouldn’t be a good representation with the atmospheric density discussion. As I remember it that problem was largely ignored.

                •  blip   ( @blip@beehaw.org ) 
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                  10 months ago

                  I’ll grant you the first point, the whole game is centered on space travel simulation, but it’s also the only game I’ve seen that handles what you’re describing. You definitely need to consider atmospheric density though. Managing your speed, angle of attack, and parachutes to avoid overheating is one of the major skills you learn while playing. Some are Earth like (Kerbin), other are thinner (Moho), and some are surrounded in an atmosphere so thick that it makes any return mission a huge achievement (Eve).

        • That’s not an unsolvable issue, and you can always handwave it away for simplicity with some lore. The ships are already magics, like any star ship, so you can just say that the motors and calibration compensate for different planets and whatnot so the ship is easy to use everywhere.

      •  masterspace   ( @masterspace@lemmy.ca ) 
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        10 months ago

        This is basically what No Man’s Sky did. When Bethesda took their crappy RPG engine and mocked up interplanetary travel using loading screens and then started writing quests and storylines, NMS focused on building a very good engine that allowed you to go from surface to air to space to interplanet / stellar while mostly ignoring the rest of gameplay and storytelling.

        And not to be too hard on No Man’s Sky given the resource differential, but ultimately all it is is one really rock solid system thats not quite a full game surrounded by a lot of hollow feeling stuff to kinda flesh it out on paper. Ultimately Starfield has way sharper hooks almost immediately simpy because while it has a relatively crappy engine and at time frustrating amounts of loading screens and limitations, they spent more time writing content and dialogue that makes the universe feel actually alive and rich, and polishing each individual system until it’s fun.

        I think The Outer Worlds is also worth comparing to as Obsidian is even farther down the same route as Bethesda imho, making a much smaller universe that feels even less free than Starfield but having even better writing and I would argue it’s possibly the best game of the three though I have to withhold my judgement on Starfield until I atleast finish the main quests.

  •  li10   ( @li10@feddit.uk ) 
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    2210 months ago

    It is essentially just a tech demo BUT, I would say they’ve touched on what I wanted from the space travel.

    You can take off, fly the ship, point it up, and then boost off into space. That’s fun, that’s what I wanted, and I don’t think it’s really expecting that much.

    “It’S NoT ReAlIsTiC”, none of it’s realistic, it’s a video game ffs.

    It’s a fun and engaging mechanic that I’d expect in a great space game.

    Bethesda’s seeming disdain for anything that could be considered a fun and seamless mechanic is frustrating. And fanboys seemingly have no expectation that Bethesda games should actually get better and improve on their weak areas.

    • I think Bethesda “fanboys” (like myself) just really like the core experience (warts and all) I play NMS when I want to lose myself in a beautiful seamless scifi setting and i play starfield when my focus is on engaging with faction and character storylines and some campy space encounters. I kinda like how janky bethesda games can be, reminds me of playing tabletop RPGs and all the weird janky shit that happens in those games too. I like that I can be the golden boy of the crimson fleet and still join up with the freestar rangers. I make up a little story for my character and act it out and have a lot of fun doing so.

      The only thing I could do without is the loading screens. I don’t mind that landing on a planet isn’t seamless, but i mean… loading screen to get on ship, loading screen to get into space, loading screen to fly to different planet, wait until scan finishes, loading screen to land on planet.

      That’s the worse part for me. If it was just a short cut scene for landing on a planet, I think that’d be 100% fine.

      •  li10   ( @li10@feddit.uk ) 
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        1110 months ago

        I just don’t think it’s good to let a company get away with not improving.

        The small improvements they have made in Starfield are alright, but it feels like the bar was set with Skyrim and they can’t even really match something from 12 years ago.

        I do not have high hopes for TES VI and I’m half expecting something extremely dated, as based off FO4 and Starfield I think the studio’s best days are behind them at this point.

        •  beefcat   ( @beefcat@beehaw.org ) 
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          10 months ago

          Starfield seems like a pretty stark improvement over Fallout 4’s shortcomings, so I don’t think it is fair to say that they aren’t improving. Just looking at my own playtime, I bailed out of Fallout 4 at the 20 hour mark, but I’m 60 hours into Starfield and haven’t slowed down at all.

        • The small improvements they have made in Starfield are alright, but it feels like the bar was set with Skyrim and they can’t even really match something from 12 years ago.

          Or maybe game development is just hard? Why haven’t other “better” developers created a game that improves upon Skyrim?

          Look at Baldur’s Gate 3. It’s “small improvements” to the type of game that Larian has been working on for many years at this point.

            • I’m not really talking about preferences. I’m asking more about the niche that games like Skyrim/Fallout/Starfield fill. If it is so simple to just make “Skyrim but better” or “Starfield but better” then where are all the games from other developers that are just that?

              Or from another angle. Where is the Path of Exile for Skyrim?

              • Yup. People will always bring up some games like Witcher 3 as “better than Skyrim” and in terms of the roleplay elements within the story? Sure. Do the games have some similarities? Sure. They’re both open world RPGs in a medieval fantasy setting. But beyond that, the comparisons fall apart. Somebody just looking for any RPG experience might well prefer Witcher 3 over Skyrim, but somebody looking for another Skyrim experience is not gonna find it in Witcher 3. Same goes for comparisons for NMS and Starfield. Does NMS have seamless planetary flight and Starfield doesn’t? Absolutely. Can you scan plants and wildlife in both? Sure. But, again, beyond that the comparisons fall apart.

    • I just don’t see atmospheric entry/exit as being that important to my immersion, yes it was kind of cool the first time you did it in NMS, seven years ago, but it got old fairly quickly even in that game. I’m happy for Starfield to have a more ME like set up and focus on other areas of the game.

    • Bethesda’s seeming disdain for anything that could be considered a fun and seamless mechanic is frustrating.

      Or that the technology available doesn’t really make this type of setup reasonable?

      Star Citizen is trying to do this and it’s been how long with how much money spent?

      Would Starfield be a better game if they sacrificed the quests/content/companions and just made a game that was more like Elite Dangerous or No Man’s Sky?

      That’s fun, that’s what I wanted, and I don’t think it’s really expecting that much.

      I mean, CIG has been trying to make a game that does what you want for the last 13 years and they aren’t close yet. Maybe it’s not as easy as you want it to be?

  • I would be impressed if they did it in Gamebryo/Creation Engine and solve the “everything is a cell” problem. I mean, No man’s Sky and Elite Dangerous exist and have shown seem less space travel. One guy with DarkBasic did it in the Evochron games for decades.

    This comes off as a hey look look at me I can do it in a cave with a box of scraps but BUGTHESDA can’t in 7 years?!

    • I think the problem is also that Bethesda doesn’t really “do” vehicles, probably due to engine limitations.

      Usually, it’s just horses or “passenger” travel (like when you man the guns in FO4 birds). I guess one could maybe consider power armor in FO4 to be kind of like a “vehicle”, but it works more or less the same as just walking around.

      Oh, there is dragon riding in Skyrim, but it’s a mess and you don’t have that much control.

      I’m surprised the engine can even handle space combat, honestly. And 360° movement as well, which would have been great for dragon riding in Skyrim. But most of the dragons in TES are dead, so we probably won’t get proper dragon riding in whatever TES: VI is.

      (Sidenote about dragon riding/combat: Before Larian delved further into CRPGs, they made a regular third person RPG where you could play as a dragon. It was actually pretty fun. Still didn’t have full control, and it was only in certain sections, but it was entertaining. Divinity II: Director’s Cut, in case anyone’s interested. Don’t know how well it’s aged, but I enjoyed it a few years ago.)

    • You can fly in space towards the planets you can see. When you get there, you won’t be able to land and will be able to fly straight through the planet itself.

      Planets outside of the fast travel menu aren’t really planets

    •  WarmSoda   ( @WarmSoda@lemm.ee ) 
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      10 months ago

      The engine works by having square areas of playable in-game sections called cells. Unless the devs created enough cells between planets, and have them in the same world space, for a player to travel in that’s not possible.

      •  Gork   ( @Gork@lemm.ee ) 
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        310 months ago

        That sounds exactly like the old Morrowind loading system. It was relatively seamless at the time for traveling about outdoors, sans the mini loading between these cells. It used to take a few seconds back in the day it was released but with modern SSDs it takes a fraction of a second.

        Oblivion and Skyrim made this for the most part invisible. But loading times for indoor transitions still existed.

      • I am curious and exited to hear what tricks they have used.

        Theres nothing in the engine reqiring to fill every cell between two cells. Might as well be empty space, or cells with random generated terrain.

        Also how are they doing the ship interior cell? Loading a cell without removing the old? Why aren’t they using the same thing for interior windows in houses then?

  • Aw. I was hoping to see him seamlessly fly to the Volii system, seamlessly fly to Volii Alpha, seamlessly land on the Neon landing pad, seamlessly enter the Bayu Plaza and, seamlessly interact with dozens of NPCs, many of whom have branching dialogue trees, and seamlessly loot the ever-loving crap out of hundreds of interactable objects.

    • I loved the game and put 1000hrs in it but I wouldn’t recommended it anymore. Its simply past its golden age. Frontier seem to have given up on it. Its pretty much in maintenance mode after they half assed the space leg DLC and mostly ended community goals. They didn’t even include walking around in your own ship.

      Its now the vibe of a MMO on its last legs. I would love to see it spark back to life, but the devs would have to pull out the big guns.

      • The worst thing for elite was being made by frontier as they are now. Frontier now is just a tycoon simulator game generator, that’s all they care about. It’s like the FIFA of the tycoon games… spit out another one every year or two and who gives a rats ass about the stuff we already made or haven’t completed.

        I loved what elite wanted to be, I hate what the bean counters did to it…

        People shit on star citizen for their dev cycle, but elite took the worse route in my opinion: they released a minimally viable product and then intended on building it into something bigger, but got cheap/lazy and just accepted that what they have out is “good enough” so they dumped all the internal ship plans (braben spoke about boarding ships and piracy on foot in a ship, that kind of thing.) They dumped so much of the simulation stuff and just stuck with the BGS… it’s frustrating to see what could have been.

      • Elite’s biggest issue is that it never really knew what kind of kame it wanted to be. An MMO? There aren’t enough multiplayer features for that. A (mostly) single-player space experience? It’s too shallow with no story, so it won’t satisfy the RPG fans. A space “simulator” where you just have fun flying ships? It’s probably closest to that, except you can’t fly any ship you want, and in fact it takes dozens of hours of grind to be able to switch things out so they’re fresh and you have more fun with the game again. And the simulation is very simplistic and not all that fun either, so it’s not for hardcore simulation fans either.

        And because of this approach it has a bad combination of features that not only won’t fully satisfy either of the potential target groups; they also often work against each other. For example the multiplayer component is a dealbraker for me: I want a truly SP game where I can dictate how I play it - where I can mod it, or at least use cheats to find my own pacing, fly different ships on a whim, whatever. But the game simply won’t allow that.

        But it’s also not a fully-fledged MMO where you could build (or at least own) systems/planets/bases whatever with your clan and compete against others for … idk, something.

        And, again, it’s just not a story game that you could play from start to finish for the storytelling and worlbuilding.

        Really sad, because the potential is there to have any (or perhaps even at least two) of those types of games.

  • I know, late for the party. Know what else has “seamless” flying from space to surface?

    This tiny FOSS game here nobody heard of before: Pioneer Space Sim

    Yes it is nowhere state of the art in looks but considering it’s very slow development from what’s mostly a one dev show I find that a lot more impressive.

    Also yay for orbital mechanics.