Even though very little is known about Starfield, it’s easily one of the most anticipated games of 2022. Bethesda is confident in its November release date, which it revealed last year. It’s understandable if some are concerned about Starfield though, as a general lack of gameplay after reveal is odd, but it’s worth mentioning Bethesda revealed it early. Bethesda games usually don’t get a proper reveal until the summer before their release.
What this early reveal does do, however, is give Bethesda room to talk about it. There’s been a steady stream of concept art the past few months, but it seems Bethesda had more it wanted to reveal for March. Bethesda recently discussed Starfield’s character origins, how stats impact them, how backgrounds change the in-game start, and perhaps most interestingly, how it is using a borrowing from Oblivion’s persuasion system with NPCs.
Starfield Lead Artist Explains Game's 'NASA-Punk' Aesthetic
Dialogue options in any RPG are important, but what ends up happening is players are left picking one of a few options—with that often only slightly tweaking what follows. InOblivion, Bethesda tried something different by making persuasion a mini-game based around a pie chart of sorts, with reactions being based on the NPC, the goal, how active the player is, and so on. It was pretty simplistic still, with there being a limited number of emotions and reactions involved.
It seems Bethesda has taken that and expanded on it in Starfield, although the company stops short of showing off or explaining it properly. It’s unlikely to be just an updated version of the mini-game, instead expanding on it in new ways. As said in the new Made for Wanderers video seen above, Bethesda discusses how it didn’t set out
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