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Starfield's lead quest designer had 'absolutely no time'

Quantum253

Member
Let's be honest, the final quest/location is not the issue at ALL when it comes to the story in this game. It had issues from the very first quest to the last when it comes to overall story, pacing and dialogue. How the heck did they 'not have time' when this game was in development for so long? WTF are they doing over there at Bethesda? It seems like the only positive from that group is ESO and that's not even technically Bethesda.
The Elderscrolls VI: Hammerfell quests would have been better if they just had enough time to write them and not forced to panic at the last minute.....Twitter 2026
 
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Rentahamster

Rodent Whores
It was pretty good sure but it was no Lisan al-Xbox

1x45C7R.jpg
 

BigLee74

Member
as I said, there are countless of video essays about the game. in depth analyss and critiques... and they keep popping up!!! :






how can I put this:
i was more intrigued by Starfield's game design execution especially after listening people talk about the game and the overall reception... I was thinking:

"How is it possible that after so many years, Starfield seems like it is not evolving and improving upon the formula that the original Fallouts established?" (because that is my frame of reference)

instead of playing the game (which I was not interested in the first place) I watched the critiques like desing postmortems.


A lot of words when you could have just said no 😀 but you’ll still peddle other people’s opinions constantly in threads as if it’s the only one that counts.

As a guy that has played it, I thought the game was very good, and the best one I played last year. Not a masterpiece by any stretch, but still really enjoyable.
 

Robb

Gold Member
Sucks for him, but I feel they had plenty of time to figure out a final set-piece. I can’t really blame anyone for wanting to finally ship the game after 12 years..
 
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Ozriel

M$FT


Yeah, the PC Gamer headline is a terrible paraphrase of the GDC talk, and that’s been further mangled into the headline here that shows OP didn’t read the article itself.

Unsurprising that the bulk of comments here also seem to be solely based off on the headline


Eh.....not sure what these guy's problem is here. The dev said what he said. So what?

Because the article’s headline is a poor summary of what the dev said?
 
The gaming industry is a mess,"no time" after such a long development,does management at all these studios even know what their job entails to even?

So many problems nowadays in gaming seem to come from poor management, it's ridiculous,how did these people get in charge of these studios or projects.
I'd say that 90% of the problems have always been from poor management and corporate interference. At least after the industry moved forward from a single bedroom coder working alone in the early 80s.
 

SJRB

Gold Member
The entire main quest was terrible. Just dreadful. An epic final location wouldn't have made a difference.

The moment you reach the Lodge and someone says "Yo that guy on the space station wants to talk to you" and instead of, you know... radio you physically have to go there just to talk to him and get a fetch quest from him, I knew this fucking game was bad.

What the hell were they thinking, with that temple and the little swirls you have to fly through? And doing that exact same thing like 15 times? Seriously, I legit do not understand how this happens. Hundreds of people worked on this game, how was no one going "guys this just fucking sucks. We're literally copy-pasting this shit, and it wasn't fun the first time so how can it be fun the 15th time".

You made Skyrim, for fucks sake. You know how you should approach this, from a design standpoint. And yet you fail so miserably.

Boggles the mind.
 
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Topher

Gold Member
Yeah, the PC Gamer headline is a terrible paraphrase of the GDC talk, and that’s been further mangled into the headline here that shows OP didn’t read the article itself.

Unsurprising that the bulk of comments here also seem to be solely based off on the headline




Because the article’s headline is a poor summary of what the dev said?

Really? Based on what? What is being “mangled” specifically about what was said?
 
Really? Based on what? What is being “mangled” specifically about what was said?

It’s feeding into a narrative. You have to be naive to think this is straight forward reporting of facts.

Look at this post👇

Dude is following some in depth essays that are doing the same. I can take most games are twist some aspects to make them look bad.

as I said, there are countless of video essays about the game. in depth analyss and critiques... and they keep popping up!!! :






how can I put this:
i was more intrigued by Starfield's game design execution especially after listening people talk about the game and the overall reception... I was thinking:

"How is it possible that after so many years, Starfield seems like it is not evolving and improving upon the formula that the original Fallouts established?" (because that is my frame of reference)

instead of playing the game (which I was not interested in the first place) I watched the critiques like desing postmortems.
 

Ozriel

M$FT
Really? Based on what? What is being “mangled” specifically about what was said?

The headline gives an entirely different interpretation of the context in the article, and you can tell by the comments here, including yours. It certainly doesn’t bring out the key message in the GDC talk which is mainly about scheduling, planning and project management challenges in large, multi-studio projects. Challenges many studios go through.

Will’s saying that when they identified the need for a fitting finale, he was already fully booked for the entire project development timeframe and had to draft in another resource to make that happen. Nothing in the talk suggests they were unhappy with the final act they built in or that they feel they compromised due to time constraints.

He speaks the truth. The second half of the main story was just horrible. The reason behind all of the big mystery was just bullshit.

What ‘truth’ is he speaking that corresponds to this?
 

Fredrik

Member
During all that time I just can't imagine they believe they nailed the main story. So valid excuse or not, it should have been better.
The temple grinding is the problem with the main quest for me. Too many and exactly the same in ”gameplay”. That was a bad idea, like going after Skyrim shouts with no dungeon to go through before you get them.

Actually thought the Starborne concept was cool though, and I liked the two perspectives. The rouguelike design was a hugecturn-off at first but seems interesting after I’ve heard more about it but I’m a one universe type of guy so I haven’t really dut into that and it’s too long to be rushed through just to see multiple universes.

In the end, for me it’s a No Man’s Sky clone with roleplaying and ship building and actual good and fun combat. Lackluster exploration and limited traversal options are the big negatives but never killed it for me. Solid 9/10

Still playing it on and off after 300 hours. Went with a sword-only build last time, super-offensive combat, couldn’t finish it because of the last space fight though since I still had the first ship, went to get the Razorleaf to go through the finish line but dropped out so haven’t done it yet. Really looking forward to the expansion a lot and also the official mod support which will hopefully make modding more advanced.

Tbh I can’t understand those who say it’s crap, unless it’s framerate related which I can understand, but simply not liking it is no biggie, No Man’s Sky had lots of people who couldn’t (and still can’t) see the appeal of it. I think it’s great, especially with some mods to get rid of the Sweet Baby design so there is some eye candy in the universe, it’s not the game I thought it would be though, I thought it would be more like Mass Effect but they made the ship and crew almost irrelevant.
 

Panajev2001a

GAF's Pleasant Genius
Sounds like modern game development. If you want to add a chair to a level, you have to convene the chair placement committee to schedule consultation with back pain specialists to make sure the chair is not threatening. Only then can you send a request to Bob in London who is the chair cushion specialist and Chen in Shanghai who is the chair frame specialist (bottom), to start the ten-month process of creating the chair and placing it, involving 100 specialist devs scattered across the world.
I wish you were joking. Costs rise a lot in AAA games and companies get scared so they add a lot more process that slows down development (driving costs up), stifles creativity, or both.
 

yurinka

Member
For a game with a 7 year development cycle this is crazy. I'm pretty sure Microsoft delayed Starfield over a year just to be the most "polished" Bethesda game ever. This game was not rushed out. It makes no sense they didn't have the time
And there are over 4000 people listed in the game credits of Starfield.
 

MetalRain

Member
How the heck did they 'not have time' when this game was in development for so long?
We've heard from multiple interviews that they had a lot of changes to game design during the development, is it more survival game, is base building more prominent. Maybe final form emerged quite late and it was difficult to tie stories together in gameplay.

I think they had good ingredients in large scale, factions are bit basic but fine. Where they fumbled was story beats from arriving to New Atlantis all the way to the Unity. There is one event I think that was memorable and well done.

And to be honest I don't think main story is all that good in Fallout 4 or Skyrim. All the good stuff is in the side quests and environmental storytelling, main story needs just to be good enough.
 
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Hudo

Member

"It became very clear that we were missing the large final location that was going to tie the story together," says former lead quest designer Will Shen.




You know, saying this is ridiculous because the game was in dev for at least 8 years...
 

nemiroff

Gold Member
I can't stand Starfield (mostly due to its bad technical design), but this is clearly a bait headline, and the usual suspects who only care about hugging their own narrative are running with it.
 
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This is my revolutionary idea for Bethesda execs: how about hiring ACTUAL WRITERS instead of the useless turds they hire in spades?

How about being advised by sci-fi pros instead of babies, sweet or otherwise?


"Industry in crisis" my ass.
 
The entire main quest was terrible. Just dreadful. An epic final location wouldn't have made a difference.

The moment you reach the Lodge and someone says "Yo that guy on the space station wants to talk to you" and instead of, you know... radio you physically have to go there just to talk to him and get a fetch quest from him, I knew this fucking game was bad.

What the hell were they thinking, with that temple and the little swirls you have to fly through? And doing that exact same thing like 15 times? Seriously, I legit do not understand how this happens. Hundreds of people worked on this game, how was no one going "guys this just fucking sucks. We're literally copy-pasting this shit, and it wasn't fun the first time so how can it be fun the 15th time".

You made Skyrim, for fucks sake. You know how you should approach this, from a design standpoint. And yet you fail so miserably.

Boggles the mind.

I'm guessing nobody at Bethesda ever played Mass Effect. The mystery, the wonder, the alien cultures, the party banter.
 

Gojiira

Member
Aside from a garbage ending, Starfields writing and world building has issues from the very beginning. Bethesda just like they did in Fallout dont keep design documents so quest writers etc often contradict themselves, each other, or just outright retcon unintentionally. For a game with a seven year+ dev cycle (And lets be real it was released unfinished) you would think they would have at least TRIED their absolute best in establishing the lore and world.
But of course Emil ‘Write what you know’ was lead writer again so of course it was gonna be full of issues, they seriously need to fire him. Trash writer.
 
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Luipadre

Member
Starfields main story was one of the worst MSQ's i've veer played in an rpg. It was just so bland and boring. I enjoyed some of the side content a lot more
 

StereoVsn

Member
It’s feeding into a narrative. You have to be naive to think this is straight forward reporting of facts.

Look at this post👇

Dude is following some in depth essays that are doing the same. I can take most games are twist some aspects to make them look bad.
I agree, this is all a setup. Starfield was actually amazing. This is all the fault of the haters. I even have this map to prove that. Pepe Silvia was the culprit!


fb1.jpg
 

HeWhoWalks

Gold Member
The real Xbox Tax is the unnecessary (MASSIVE and GROWING) hype and demand for being Game of the Eternity placed on an Xbox exclusive title because it needs to quite literally rescue the whole platform. In reality, Starfield was a pretty average Bethesda game

We saw the same problem happen with Titanfall, which was definitely not a bad game but it was no Console Messiah which was destined to Save Xbox and Lead Green Rats to Paradise
Bingo.

Now whether or not this OP/article are flimsy, the fact is that Starfield was hyped to be more than what it ended up being. I put about 65 hours into it and enjoyed 90% of what I played, but I also understand why it saw thick backlash.

A solid 7.5-8/10 game, which is fine!
 
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I agree, this is all a setup. Starfield was actually amazing. This is all the fault of the haters. I even have this map to prove that. Pepe Silvia was the culprit!


fb1.jpg
Does that sound like fair critique to you?

Sounds like dude was interested in hating it from first minute.

You can have good time playing Starfield, even though its not perfect and I have a wish list of things I want to see in it.
 

Nonehxc

Member
Sounds like modern game development. If you want to add a chair to a level, you have to convene the chair placement committee to schedule consultation with back pain specialists to make sure the chair is not threatening. Only then can you send a request to Bob in London who is the chair cushion specialist and Chen in Shanghai who is the chair frame specialist (bottom), to start the ten-month process of creating the chair and placing it, involving 100 specialist devs scattered across the world.
You're part of the problem, see?

You didn't even think to ask, like the developers didn't even think to ask the chair 🪑 if it/they/them identified as a chair 💺 or as a sofa 🛋️

😢
 

Topher

Gold Member
The headline gives an entirely different interpretation of the context in the article, and you can tell by the comments here, including yours. It certainly doesn’t bring out the key message in the GDC talk which is mainly about scheduling, planning and project management challenges in large, multi-studio projects. Challenges many studios go through.

Will’s saying that when they identified the need for a fitting finale, he was already fully booked for the entire project development timeframe and had to draft in another resource to make that happen. Nothing in the talk suggests they were unhappy with the final act they built in or that they feel they compromised due to time constraints.

"We were finally at a state in the project where we could play through the whole [game]. And it became very clear that we were missing the large final location that was going to tie the story together and have a satisfying action-filled payoff," Shen said. "I was both implementing the main quest and leading the quest design team, so I had absolutely no time. The entire quest design team was already overbooked."

And then what they came up with....

"As it became clear Starfield's main quest was missing a big final set piece and there wasn't enough time to create one, Shen turned to senior level designer Steve Cornett. "He was definitely our panic button," Shen said. Cornett had the idea for dimension hopping, which would let the player revisit several key locations from earlier in the game, and more importantly, save the time of crafting entirely new locations for the final battle. "

This all ties directly back to headline so I still don't see the problem. The headline doesn't say they failed even though many of us feel they did.

What ‘truth’ is he speaking that corresponds to this?

That the ending was rushed. The author of the article actually makes a point to say that he "didn't come away with the feeling that it had been a last minute scramble". I actually do feel that way. It was a mess and was one of my biggest complaints about the game when I finished it. So that's the "truth" I see in his words whether he intended it or not.
 

Topher

Gold Member
The temple grinding is the problem with the main quest for me. Too many and exactly the same in ”gameplay”. That was a bad idea, like going after Skyrim shouts with no dungeon to go through before you get them.

Actually thought the Starborne concept was cool though, and I liked the two perspectives. The rouguelike design was a hugecturn-off at first but seems interesting after I’ve heard more about it but I’m a one universe type of guy so I haven’t really dut into that and it’s too long to be rushed through just to see multiple universes.

In the end, for me it’s a No Man’s Sky clone with roleplaying and ship building and actual good and fun combat. Lackluster exploration and limited traversal options are the big negatives but never killed it for me. Solid 9/10

Still playing it on and off after 300 hours. Went with a sword-only build last time, super-offensive combat, couldn’t finish it because of the last space fight though since I still had the first ship, went to get the Razorleaf to go through the finish line but dropped out so haven’t done it yet. Really looking forward to the expansion a lot and also the official mod support which will hopefully make modding more advanced.

Tbh I can’t understand those who say it’s crap, unless it’s framerate related which I can understand, but simply not liking it is no biggie, No Man’s Sky had lots of people who couldn’t (and still can’t) see the appeal of it. I think it’s great, especially with some mods to get rid of the Sweet Baby design so there is some eye candy in the universe, it’s not the game I thought it would be though, I thought it would be more like Mass Effect but they made the ship and crew almost irrelevant.

The temple grinding was kind of silly. Floating in the air repeatedly chasing a cluster of lights......the fuck was that? Nah....didn't care for any of that or the starborne stuff. I loved the faction quests and the shipbuilding mainly. Missed a lot of little things like vehicles for exploring planets.

I still enjoyed it quite a bit overall despite a few glaring flaws. Agree.....mod support can't come soon enough. And the expansion.
 

Ozriel

M$FT
"We were finally at a state in the project where we could play through the whole [game]. And it became very clear that we were missing the large final location that was going to tie the story together and have a satisfying action-filled payoff," Shen said. "I was both implementing the main quest and leading the quest design team, so I had absolutely no time. The entire quest design team was already overbooked."

And then what they came up with....

"As it became clear Starfield's main quest was missing a big final set piece and there wasn't enough time to create one, Shen turned to senior level designer Steve Cornett. "He was definitely our panic button," Shen said. Cornett had the idea for dimension hopping, which would let the player revisit several key locations from earlier in the game, and more importantly, save the time of crafting entirely new locations for the final battle. "

This all ties directly back to headline so I still don't see the problem. The headline doesn't say they failed even though many of us feel they did.



That the ending was rushed. The author of the article actually makes a point to say that he "didn't come away with the feeling that it had been a last minute scramble". I actually do feel that way. It was a mess and was one of my biggest complaints about the game when I finished it. So that's the "truth" I see in his words whether he intended it or not.

The direct quotes make it clear Will himself was overbooked and had no time left to work on that missing piece. He found another resource to do that after scrambling around.

Worthwhile to point out that this part of the article

As it became clear Starfield's main quest was missing a big final set piece and there wasn't enough time to create one, Shen turned to senior level designer Steve Cornett.

Isn’t a direct quote, including the “there wasn’t enough time to create one” part.

I think it’s pretty clear that people who were at the talk think the headline was misleading and out of context.

you say you had issues with entire second half of the game. This article headline focuses solely on the game’s finale and doesn’t really tie into your own observations.
 

Topher

Gold Member
The direct quotes make it clear Will himself was overbooked and had no time left to work on that missing piece. He found another resource to do that after scrambling around.

Worthwhile to point out that this part of the article



Isn’t a direct quote, including the “there wasn’t enough time to create one” part.

I think it’s pretty clear that people who were at the talk think the headline was misleading and out of context.

you say you had issues with entire second half of the game. This article headline focuses solely on the game’s finale and doesn’t really tie into your own observations.

If folks who were there don't think the article is accurate then fair enough. True that I expanded my own obvervations beyond the scope of what the dev was saying.
 

ANDS

King of Gaslighting
Ybarra whinging about the headline (because the article gives exactly the context required and is by no means "weaponized") is exactly why people don't trust developers to self-critique. The headline isn't the issue: the core issue is a team of 100 ballooning to 500+ to deliver objectively less content (and doing so inefficiently).

Like Shen, one of the lead developers on the fucking game, is out and out saying "We did not have the time we needed to create the climax that the story we've been telling, demands." I haven't played NG+ of SF, but there is a lack of oomph to the ending of the game that is hard to argue otherwise. In a 100 person team (such as that that made SKYRIM) where you are constantly cross-collabing, that might not have been an issue.
 
Discussing whether or not the headline is accurate is pretty pointless given that Starfield's narrative is abysmal despite it took them a lifetime to write it. Those are facts. They say they don't have time instead of "we suck at this". Writing a 3000-page story without an end in mind is pathetic. It's exactly the opposite of good writing, and it has nothing to do with deadlines.
 
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