Starfield is the biggest Bethesda RPG to date, so of course features, mechanics, and ideas either got cut, reduced, or changed during development. This natural part of the development has been highlighted by Starfield director Todd Howard, who’s explained why a more in-depth planetary affliction system was cut down in favor of other mechanics.
Howard was talking with Insomniac Games founder and CEO Ted Price for Game Maker’s Notebook, and the two got to discussing prioritization in game development. Starfield planets came up in the discussion, as Bethesda’s newest RPG game went through some ideas that were changed or cut in favor of changing the player experience.
Howard says Bethesda doesn’t always fix in-game problems by removing the issue completely but instead doing what he calls taking it “out of the spotlight,” using the environmental damage on Starfield planets as an example, which we’ve transcribed for you below.
“The way the environmental damage in the game works on planets and your suit, and you have resistances to certain types of atmosphere effects like radiation and thermal, that was a pretty complex system, it was very punitive,” Howard says.
“What we did at the end of the day, and it was a complicated system for players to understand, is we just nerfed the hell out of it. It matters more in flavor. The affliction you get is more annoying knowing you have it, than the game result,” Howard continues, clarifying that he’s generalizing the feature of planet afflictions on Starfield when saying this.
From Howard’s description, the original idea was for afflictions to be less about flavor and more about mechanics, with players needing to have multiple spacesuits for different planetary atmospheres, similar
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