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I'd rather them keep it as you are able to go most places you can see. I think having a real district surrounded by fakes would be odd.
Akila City & Neon i think they did mostly perfectly, they're visually small, but they feel quite large.
EDIT: It was the same in the Fallouts. BGS has always just really scaled down the visual world vs the world on paper.
1. GTA5:. So fairly large City. the NPCs are bland and lack any value. Can't interact with them and while it looks like they have lives, they don't. Most of the buildings are not enterable and lack any purpose. Pure Visual Fluff.
2. Mass Effect: The Citadel. REALLY Big Place with alot of people. They Imply the size and population but you are limited in where you go. Again, when you do its only what they want you to see and do. Very Similar to BGS Locales.
3. Cyberpunk 2077. Very GTAish. Well designed Facade. Like in a movie. As long as you don't poke into the Backdrops you can pretend its a thriving bustling city full of life. Again its not.
With Starfield they started going in this direction. The Crowds which freak everyone out with their death stares are step in that direction. Will they continue it into ES6? Who knows. I will be honest, I prefer the NPCs with Schedules and crafted buildings (enterable). But I may be on the losing side of this argument.
Idk, I like the NPCs with schedules a lot more, but towns have to be made much smaller for that to really work out.
Although in Starfield I think this was actually an intentional design choice, in Akila City, you will mainly see NPCs that have schedules, have names, and have wants & needs, and it's where most quests are it seems.
Whereas in New Atlantis, almost everyone lacks individuality, everyone just goes about their day, few named NPCs.
I genuinely believe that distinction between the two major factions' capitals NPCs is too noticeable to be a coincidence. Especially with the themes & expressions of the factions.
Same here. I will say though that Starfield does have a select few NPCs who have schedules. Just not all of them. Like store and shop keepers don't seem to ever go to sleep, but some NPCs (including quest givers) have schedules and will leave the area to sleep, eat, etc. it's kind of cool because sometimes you might end up missing a quest giver on occasion if you don't search areas. But you might catch them at a different time.
But you're right that it's not as prominent as in previous Bethesda games. I do miss the radiant AI, even though it could be super buggy at times.
Idk, I was playing Oblivion & Skyrim a few weeks ago and felt like I was rolling around a living world even though there wasn't thousands of guys walking around where Starfield sorta feels dead, ya know?
Its like they took a step back or a step in the wrong direction instead of improving on their tried, tested and true formula of every building being enterable and (almost) every NPC having some type of schedule.
Idk, we might be the weirdos here. I always enjoy that bethesda games let you pick up everything thats not nailed down. Why do I need 7000 forks? None of your Fn business! :P
if you aren't adverse to mods, I like to use this at least for the density of New Atlantis:
https://www.nexusmods.com/starfield/mods/11545?tab=description
The buildings can't be entered, but it does increase the "feel" of the city at least. Some of the screenshots are for Star Wars mods, but there is a lore friendly version. It looks like this:
https://staticdelivery.nexusmods.com/mods/4187/images/11545/11545-1726282245-1761220489.jpeg
I've looked at those and they seem "lore/immersion" breaking for me - they seem to be a part of the Star Wars mods ecosphere.
The additional locations I wish I could make would be 'load location' doors/places to reduce conflicts and the inability to modify the terrain.
the games you mentioned, cp77 left aside, are also a decade old. and even in cp77 Idk how the citizens park their cars in downtown. it just does not fit and I dont see progress over the years. thats all I wanna say. games are still primitive, like in 2010. why?
It…didn’t work out.
Because everytime they increase the ability of the Hardware, they place more demand on it instead of using the new tech to increase content.
I don't think I am explaining it right.
How much does Ray Tracing add to your expierence? That's where they focus their use of the Tech vs creating bigger places for you to experience.
Does that make sense. Its still not what I am trying to say but its a little closer.
I think, I know, what you want to say. instead of making games better, they make the games not only look worse, but also increase system requirements dramatically with new tech. I do not think, that games look always better with raytracing, because it introduces grainy look in the picture, that has to be filtered away. all that costs performance. and with a lot of usage of TAA in games, they all look blurry, instead of crisp and good. strange times.