they said the story will be based around a handful of handcrafted, fleshed out planets. The AI generated ones will just be for exploration and sidequests. Like in Fallout you have a few major cities and then tons of half-assed settlements. I'm not overly cynical about this, I don't see how else they'd have done it.
>How do you know the planets will be empty?
It's a simple fact of game development. 1000 planets with tens of thousands of square kilometers of surface area means there isn't enough time or storage capacity to fill all those areas with unique content. No Man's Sky is the best example of how it works, but truly any open world will suffice. There will always be vast open areas of little content in order to expand the scope of a game based on exploration.
Also, Todd admitted to it already, saying that there are huge empty iceballs made with procedural generation that the player can explore if they want to, but that nothing will be there. It's purely optional as a means to give the player more freedom to be dumb and waste time for their own enjoyment.
Pic related, you can likely walk for irl hours and not come across anything except some resource nodes and spawned creatures.
>Pic related, you can likely walk for irl hours and not come across anything except some resource nodes and spawned creatures.
And randomly generated dungeons, and randomly generated caves (dungeons), and randomly generated settlements and cities, full of randomly generated people, or handcrafted dungeons, caves, cities, and people, as it's quiet possible to populate elements of proc-gen with handcrafted stuff.
If they were to try and populate the empty stretches with procedural dungeons and settlements, it would likely be NMS/Minecraft tier, with a small handful of core structures to draw from and apply variation to. Once you've seen three villages, you've seen them all.
I personally think outposts/towns/dungeons will all be handcrafted just like the dungeons of the previous games, plopped down wherever the devs like, and primarily interacted with through landing from space. Coming across a new point of interest on foot is unlikely to me, it just doesn't seem like their intention since it's an RPG first and foremost, not an open world survival game.
>If they were to try and populate the empty stretches with procedural dungeons and settlements, it would likely be NMS/Minecraft tier, with a small handful of core structures to draw from and apply variation to
Probably. If you looked at that mobile game they put out, it basically had the same click-together rooms for its proc-gen dungeon mode. >I personally think outposts/towns/dungeons will all be handcrafted
I'd imagine a good number will be, even if they only appear in the random location pool. But my main assumption is thst they won't shy away from using them, based on the last game they did in this style and scale, Daggerfall, which consisted mostly of proc-gen dungeons and towns.
This said, I'm assuming that we aren't getting, like, 10 towns every 100 square kilometers on a barren moon, but we'd probably be getting at least a few generated Settlements in the populated systems, and the occasional town on a goldilocks planet. >Coming across a new point of interest on foot is unlikely to me
I won't be surprised if they have nearby proc-gen'd locations of interest surrounding the locations you can detect from orbit, which slowly peter out as you go farther from them.
2 years ago
Anonymous
I wouldn’t mind this as long as the procgen can be added to with mods. I’d get into modding again if I could just be making tilesets and room layouts. >t. sucks at art
Empty planets is what I'm hoping for. I'm sick of being able to stand in an ancient ruin lost to time and being able to see an ancient ruin lost to time on the next hill
I really really hope that the mods can be inserted into the procgen they use for the planets.
Imagine the possibilities going to a new planet. >beautiful oasis planet with scantily clad cat girls mod population, except at night the starship troopers bugs mod turns it into a horde shooter. >this planet? It’s the entirety of Skyrim including the you’re finally awake sequence from crash landing >this planet is one giant fricking nightclub but all the patrons are Mihail wildly inbalanced creature mods
How do you know the planets will be empty?
[...]
?
>Zero evidence >Bethesda, the company known for actually putting effort in their worlds (and neglecting everything else kek) >Almost tripled their workforce for Starfield
Bethesda haters are something else man, there is so much you can shit on them for but all they rage about is shizo shit they pull from thin air and the engine (showing they have NO clue wtf they are talking about)
There's 1000 of them. That basically guarantees they'll all be shit.
>How do you know the planets will be empty?
It's a simple fact of game development. 1000 planets with tens of thousands of square kilometers of surface area means there isn't enough time or storage capacity to fill all those areas with unique content. No Man's Sky is the best example of how it works, but truly any open world will suffice. There will always be vast open areas of little content in order to expand the scope of a game based on exploration.
Also, Todd admitted to it already, saying that there are huge empty iceballs made with procedural generation that the player can explore if they want to, but that nothing will be there. It's purely optional as a means to give the player more freedom to be dumb and waste time for their own enjoyment.
Pic related, you can likely walk for irl hours and not come across anything except some resource nodes and spawned creatures.
Todd Howard, the beacon of truth
Hes lying his ass of, half that number to 500 and then compare it to the locations in FO4
I can guarantee you that 95% of planets will be tiny with a single, maybe 2 locations that are handcrafted and the rest of the planet will be empty with some resources and enemies thrown in
There will be some locations like Diamond City that are actually massive
No idea why the frick you people think every planet will be gigantic, ten times the size of FO4, think about this shit for FIVE SECONDS before posting your dogshit comments
>No idea why the frick you people think every planet will be gigantic
It can take 20+ irl hours to circumnavigate a planet on foot in No Man's Sky, which was built on the same principle of procedural generation as Starfield likely is. Once you've developed the tools, it's easy to create huge areas of nothing. They won't be truly planet sized, clearly, but they'll be decently big. Even 10km diameter moons are huge from a game perspective, especially if they don't give you vehicles to traverse it.
Honestly, it makes me laugh that Ganker has gone from shilling Daggerfall and wanting Bethesda to go back to it, to shitting on Bethesda for going back to daggerfall's world design.
It's comedy at its finest.
>Revisionist history
They did, anon. Ganker shills everything, as long as it's old enough.
It basically goes to show that, like most things Ganker shills, they didn't actually play daggerfall.
Il love goimg into this shit, encounter the same bugs i did in skyrim and fallout 4 never finish it because of the sexy alien sidequest and forget about it in 2-3 months
nothing they've shown has wowed me so far. the environments look empty and there are no signs of being able to use spaceships in atmosphere or boats/cars on the surface which would make traveling boring. the combat is bad, not much more to say on that. the skills look like more of the same. story doesn't seem all that interesting so far (go find alien artifacts, uncover what they mean), and the settlement building stuff looks like more of the same.
Combat looks the same as Fallout 4, just with a cameraman behind the controls instead of a player.
Ship building is the main thing I'm excited for. Testing the limits of what can be built, how it can be decorated, and how much loot and crew I can put inside it. A huge 3x5x3 interior space for a freighter type ship, crewed by at least two dozen people is the first goal.
i hope the gunplay can be improved with difficulty tweaks or mods or something, it looked real sluggish and unresponsive. the rest didn't look amazing either but it seemed like solid bethesda fare that'll occupy me for a while which is all i really expected.
Hopium is strong in my veins. >Elite: Dangerous without the boring parts of landing and docking. >E:D with actual characters. >E:D with ship customization maxed. >Some type of commerce simulation
I'm going to play as an arthoe >bangs haircut >join the 'good' faction but choose the most self-serving options >traits: Empath, Kids Stuff so I can RP mooching off my rich parents >religion: whichever is the closest to scientology and/or new-age spiritualism
Bethesda literally hasn't made a good game in 20 years.
My expectations for The Wayward Realms are low, but even so they're higher than my expectations for Starout 4.
>goyslop
this isn't Ganker, stop forcing it out of context >not an RPG
Skyrim is literally the definitive western RPG of the last 20 years whether you like it or find it too casual or not. Cope.
you're not using a metaphor you're using the new flavour of the month word out of context like a 5 year old that parrots a new word he learns 500 times a day.
Todd needs to out-source his ip's more, like he did with fallout. We need more fallout and elder scrolls games, simple as. When they out-sourced it that other time we got fallout new vegas, so it can be done succesfully. And then we, of course, don't need to wait 15 years for the next game in the series.
That you can buy a player home in each main city , I know the ship is your home but I wish for something dev designed that you can comeback to and I don't have to build with the new version of c.a.m.p/workshops
As an autist I want Durability and maybe a better version of a survival mode so you have to prepare more for expeditions
1000 planets = 1000 radiant quests
Spaceships = fast travel cutscenes
Major cities = pretty backdrops with only a few accessible buildings and a small group of npcs.
If you think starfield is going to be anything more, you are deluded.
Serious question does anyone expect them to be amazing on release? I just play them as a month in there's enough mods to make the game super fun for a few weeks.
I think A.I is getting to a point where procedural quests good be really quality but we have to wait until true procedural enemy / item model creation exists.
>hurr let's replace human content with uncanny machine learning algorithms
Reminder that Bethesda didn't take off in the first place until they dumped the idiot boomers stuck in this mindset.
No I think you're misunderstanding what I mean by the use of A.I to create narrative.
I'll try detail how I feel A.I could be useful to increase the quality or amount of content in a RPG. >Main Quest and Major Faction Quests
Should be made by writers as I agree A.I cannot currently recreate the human element to great story telling. >Minor Quests / Minor Faction Quests
I think using A.I to block out the majority of a quests idea then have humans "touch up" and refine the idea's is a good use of technology for this sort of quest severity this allows more resource to be freed up and add hopefully more quests while retaining quality. > Bounty Board / Dynamic NPC requests
Completely AI made hopefully working off a model that's been trained well. These quests would be completely optional or just used to build a relationship / raise funds or give the illusion of a living breathing world.
Currently I think we can really only implement this in a minor way but A.I is excelling extremely fast in recent years so I think with the addition of quality written A.I prompts having A.I that creates unique textures etc could really create quality RPG storytelling capabilities.
/blog
2 years ago
Anonymous
The vast majority of good roguelike games are 95% scripted interactions run through a procgen blender. To make procgen seem real would ironically take 1000x times more work than hand crafting every element of a game.
If we get procedural generation to work it will be the biggest revolution in gaming, over 90% of gamedev is just spent creating assets
Imagine how much you could do in a day by eliminating sleep? now triple that
It'd be stupid to give that up
I think A.I is getting to a point where procedural quests good be really quality but we have to wait until true procedural enemy / item model creation exists.
> procedural quests
Combining it with handcrafted content is the way to go, like in the Railroad quest that has you chasing after a "lost" safehouse, it has some story content that ends with a new NPC showing up after finishing the questline
I don't think that infite procuderal quests work but the combination of generated+handmade might work
>No idea why the frick you people think every planet will be gigantic
It can take 20+ irl hours to circumnavigate a planet on foot in No Man's Sky, which was built on the same principle of procedural generation as Starfield likely is. Once you've developed the tools, it's easy to create huge areas of nothing. They won't be truly planet sized, clearly, but they'll be decently big. Even 10km diameter moons are huge from a game perspective, especially if they don't give you vehicles to traverse it.
You play NMS to interact with it's system, Starfield is an RPG first and foremost
You're not going to compare Starfied with Minecraft, that'd be idiotic
No I think you're misunderstanding what I mean by the use of A.I to create narrative.
I'll try detail how I feel A.I could be useful to increase the quality or amount of content in a RPG. >Main Quest and Major Faction Quests
Should be made by writers as I agree A.I cannot currently recreate the human element to great story telling. >Minor Quests / Minor Faction Quests
I think using A.I to block out the majority of a quests idea then have humans "touch up" and refine the idea's is a good use of technology for this sort of quest severity this allows more resource to be freed up and add hopefully more quests while retaining quality. > Bounty Board / Dynamic NPC requests
Completely AI made hopefully working off a model that's been trained well. These quests would be completely optional or just used to build a relationship / raise funds or give the illusion of a living breathing world.
Currently I think we can really only implement this in a minor way but A.I is excelling extremely fast in recent years so I think with the addition of quality written A.I prompts having A.I that creates unique textures etc could really create quality RPG storytelling capabilities.
/blog
>Combining it with handcrafted content is the way to go
This is what I'm getting at. Based big brain anon
I hope they don't waste time with dlc so they can get to tes6 faster
I hope we get some cool mods that turn all the empty planets into places worth exploring
How do you know the planets will be empty?
?
Todd said you can be a genderfluid
And? Of all the things we saw is that what gets you hyped?
You can't possibly know that.
What if they are packed with content?
yes as a genderfluid I am glad to feel represented and welcomed in a mainstream videogame
As a gendersolid I've never been madder. Frick you homosexual.
As a gendergas my verdict is up in the air at the moment
There's 1000 of them. That basically guarantees they'll all be shit.
they said the story will be based around a handful of handcrafted, fleshed out planets. The AI generated ones will just be for exploration and sidequests. Like in Fallout you have a few major cities and then tons of half-assed settlements. I'm not overly cynical about this, I don't see how else they'd have done it.
>How do you know the planets will be empty?
It's a simple fact of game development. 1000 planets with tens of thousands of square kilometers of surface area means there isn't enough time or storage capacity to fill all those areas with unique content. No Man's Sky is the best example of how it works, but truly any open world will suffice. There will always be vast open areas of little content in order to expand the scope of a game based on exploration.
Also, Todd admitted to it already, saying that there are huge empty iceballs made with procedural generation that the player can explore if they want to, but that nothing will be there. It's purely optional as a means to give the player more freedom to be dumb and waste time for their own enjoyment.
Pic related, you can likely walk for irl hours and not come across anything except some resource nodes and spawned creatures.
>and waste time for their own enjoyment
I don't see any kind of enjoyment in that.
Roleplay autism, screen archery, base building.
Bethesda games are always make your own fun.
>Pic related, you can likely walk for irl hours and not come across anything except some resource nodes and spawned creatures.
And randomly generated dungeons, and randomly generated caves (dungeons), and randomly generated settlements and cities, full of randomly generated people, or handcrafted dungeons, caves, cities, and people, as it's quiet possible to populate elements of proc-gen with handcrafted stuff.
If they were to try and populate the empty stretches with procedural dungeons and settlements, it would likely be NMS/Minecraft tier, with a small handful of core structures to draw from and apply variation to. Once you've seen three villages, you've seen them all.
I personally think outposts/towns/dungeons will all be handcrafted just like the dungeons of the previous games, plopped down wherever the devs like, and primarily interacted with through landing from space. Coming across a new point of interest on foot is unlikely to me, it just doesn't seem like their intention since it's an RPG first and foremost, not an open world survival game.
>If they were to try and populate the empty stretches with procedural dungeons and settlements, it would likely be NMS/Minecraft tier, with a small handful of core structures to draw from and apply variation to
Probably. If you looked at that mobile game they put out, it basically had the same click-together rooms for its proc-gen dungeon mode.
>I personally think outposts/towns/dungeons will all be handcrafted
I'd imagine a good number will be, even if they only appear in the random location pool. But my main assumption is thst they won't shy away from using them, based on the last game they did in this style and scale, Daggerfall, which consisted mostly of proc-gen dungeons and towns.
This said, I'm assuming that we aren't getting, like, 10 towns every 100 square kilometers on a barren moon, but we'd probably be getting at least a few generated Settlements in the populated systems, and the occasional town on a goldilocks planet.
>Coming across a new point of interest on foot is unlikely to me
I won't be surprised if they have nearby proc-gen'd locations of interest surrounding the locations you can detect from orbit, which slowly peter out as you go farther from them.
I wouldn’t mind this as long as the procgen can be added to with mods. I’d get into modding again if I could just be making tilesets and room layouts.
>t. sucks at art
Empty planets is what I'm hoping for. I'm sick of being able to stand in an ancient ruin lost to time and being able to see an ancient ruin lost to time on the next hill
>planets with tiddy aliens
Oh my god the possibilities
Space Dandy has that.
Now we're talking
you can crew your ship with tiddy aliens.
space harem mods. imagine.
I really really hope that the mods can be inserted into the procgen they use for the planets.
Imagine the possibilities going to a new planet.
>beautiful oasis planet with scantily clad cat girls mod population, except at night the starship troopers bugs mod turns it into a horde shooter.
>this planet? It’s the entirety of Skyrim including the you’re finally awake sequence from crash landing
>this planet is one giant fricking nightclub but all the patrons are Mihail wildly inbalanced creature mods
>Zero evidence
>Bethesda, the company known for actually putting effort in their worlds (and neglecting everything else kek)
>Almost tripled their workforce for Starfield
Bethesda haters are something else man, there is so much you can shit on them for but all they rage about is shizo shit they pull from thin air and the engine (showing they have NO clue wtf they are talking about)
Todd Howard, the beacon of truth
Hes lying his ass of, half that number to 500 and then compare it to the locations in FO4
I can guarantee you that 95% of planets will be tiny with a single, maybe 2 locations that are handcrafted and the rest of the planet will be empty with some resources and enemies thrown in
There will be some locations like Diamond City that are actually massive
No idea why the frick you people think every planet will be gigantic, ten times the size of FO4, think about this shit for FIVE SECONDS before posting your dogshit comments
>No idea why the frick you people think every planet will be gigantic
It can take 20+ irl hours to circumnavigate a planet on foot in No Man's Sky, which was built on the same principle of procedural generation as Starfield likely is. Once you've developed the tools, it's easy to create huge areas of nothing. They won't be truly planet sized, clearly, but they'll be decently big. Even 10km diameter moons are huge from a game perspective, especially if they don't give you vehicles to traverse it.
>Bethesda, the company known for actually putting effort in their worlds
Weak bait, not worth the (You)
Honestly, it makes me laugh that Ganker has gone from shilling Daggerfall and wanting Bethesda to go back to it, to shitting on Bethesda for going back to daggerfall's world design.
It's comedy at its finest.
>Ganker has gone from shilling Daggerfall
this never happened
>Revisionist history
They did, anon. Ganker shills everything, as long as it's old enough.
It basically goes to show that, like most things Ganker shills, they didn't actually play daggerfall.
No, one schizo shilled daggerfall, probably you.
Forgive me, anon, I actually thought you were merely unobservant, and weren't just a newbie.
I've been here since 2006.
>16 years a newbie
they/them
Il love goimg into this shit, encounter the same bugs i did in skyrim and fallout 4 never finish it because of the sexy alien sidequest and forget about it in 2-3 months
I hate space. I hate this existence. Fallout 4 was disaster
KINO
IN
SPACE
i hope i can manage my grandfleet while cuddling in the capital ship with my harem
nothing they've shown has wowed me so far. the environments look empty and there are no signs of being able to use spaceships in atmosphere or boats/cars on the surface which would make traveling boring. the combat is bad, not much more to say on that. the skills look like more of the same. story doesn't seem all that interesting so far (go find alien artifacts, uncover what they mean), and the settlement building stuff looks like more of the same.
Combat looks the same as Fallout 4, just with a cameraman behind the controls instead of a player.
Ship building is the main thing I'm excited for. Testing the limits of what can be built, how it can be decorated, and how much loot and crew I can put inside it. A huge 3x5x3 interior space for a freighter type ship, crewed by at least two dozen people is the first goal.
>the ship component and module modding potential
i hope the gunplay can be improved with difficulty tweaks or mods or something, it looked real sluggish and unresponsive. the rest didn't look amazing either but it seemed like solid bethesda fare that'll occupy me for a while which is all i really expected.
I'm expecting another Bethesda game, hopefully better than 4. Nothing more, nothing less, just some Bethesda jank and Todd kino.
Can't be excited for a Bethesda product after Fallout 4. It will become great with 70-80 mods installed anyway
Which means no one should pay a dime to play it
looks generic
Hopium is strong in my veins.
>Elite: Dangerous without the boring parts of landing and docking.
>E:D with actual characters.
>E:D with ship customization maxed.
>Some type of commerce simulation
Todd has the 1000 planets thing for modders. So they can have quests on their own planets
>With Starfield releasing any day now
lol
lmao
e-girl mods.
Even better e-girl mods.
I'm going to play as an arthoe
>bangs haircut
>join the 'good' faction but choose the most self-serving options
>traits: Empath, Kids Stuff so I can RP mooching off my rich parents
>religion: whichever is the closest to scientology and/or new-age spiritualism
Yaaaassss
Bethesda literally hasn't made a good game in 20 years.
My expectations for The Wayward Realms are low, but even so they're higher than my expectations for Starout 4.
You're still going to buy both
Oblivion is a masterpiece
Skyrim is a masterpiece
F3 is a masterpiece
F4 is ok
Fallout 4 was better than 3.
skyrim is literally the only good game out of all of these and even that is watered down goyslop and not an RPG
Ooh, zoomer learned a new word today, good for him
at this point it's trite to joke about consoomer gays because you mindless drones are beyond parody
>goyslop
this isn't Ganker, stop forcing it out of context
>not an RPG
Skyrim is literally the definitive western RPG of the last 20 years whether you like it or find it too casual or not. Cope.
>stop forcing it out of context
not understanding metaphors is a sign of autism
you're not using a metaphor you're using the new flavour of the month word out of context like a 5 year old that parrots a new word he learns 500 times a day.
based except Oblivion sucks ass
I love it but it really is goofy and terrible
Todd needs to out-source his ip's more, like he did with fallout. We need more fallout and elder scrolls games, simple as. When they out-sourced it that other time we got fallout new vegas, so it can be done succesfully. And then we, of course, don't need to wait 15 years for the next game in the series.
my only hope is ship customization is better than the robot customization dlc in that fallout 4. that shit was pretty decent.
That you can buy a player home in each main city , I know the ship is your home but I wish for something dev designed that you can comeback to and I don't have to build with the new version of c.a.m.p/workshops
As an autist I want Durability and maybe a better version of a survival mode so you have to prepare more for expeditions
1000 planets = 1000 radiant quests
Spaceships = fast travel cutscenes
Major cities = pretty backdrops with only a few accessible buildings and a small group of npcs.
If you think starfield is going to be anything more, you are deluded.
Serious question does anyone expect them to be amazing on release? I just play them as a month in there's enough mods to make the game super fun for a few weeks.
>Spaceships = fast travel cutscenes
Anon, they've already shown space combat is a thing.
you should watch gameplay trailer.
My greatest hope is that this will make procedural content morons shut up forever with how awful it is.
I think A.I is getting to a point where procedural quests good be really quality but we have to wait until true procedural enemy / item model creation exists.
No moron.
>knows nothing about A.I
Ok anon let's chat in a few more years.
>hurr let's replace human content with uncanny machine learning algorithms
Reminder that Bethesda didn't take off in the first place until they dumped the idiot boomers stuck in this mindset.
No I think you're misunderstanding what I mean by the use of A.I to create narrative.
I'll try detail how I feel A.I could be useful to increase the quality or amount of content in a RPG.
>Main Quest and Major Faction Quests
Should be made by writers as I agree A.I cannot currently recreate the human element to great story telling.
>Minor Quests / Minor Faction Quests
I think using A.I to block out the majority of a quests idea then have humans "touch up" and refine the idea's is a good use of technology for this sort of quest severity this allows more resource to be freed up and add hopefully more quests while retaining quality.
> Bounty Board / Dynamic NPC requests
Completely AI made hopefully working off a model that's been trained well. These quests would be completely optional or just used to build a relationship / raise funds or give the illusion of a living breathing world.
Currently I think we can really only implement this in a minor way but A.I is excelling extremely fast in recent years so I think with the addition of quality written A.I prompts having A.I that creates unique textures etc could really create quality RPG storytelling capabilities.
/blog
The vast majority of good roguelike games are 95% scripted interactions run through a procgen blender. To make procgen seem real would ironically take 1000x times more work than hand crafting every element of a game.
If we get procedural generation to work it will be the biggest revolution in gaming, over 90% of gamedev is just spent creating assets
Imagine how much you could do in a day by eliminating sleep? now triple that
It'd be stupid to give that up
> procedural quests
Combining it with handcrafted content is the way to go, like in the Railroad quest that has you chasing after a "lost" safehouse, it has some story content that ends with a new NPC showing up after finishing the questline
I don't think that infite procuderal quests work but the combination of generated+handmade might work
You play NMS to interact with it's system, Starfield is an RPG first and foremost
You're not going to compare Starfied with Minecraft, that'd be idiotic
>Combining it with handcrafted content is the way to go
This is what I'm getting at. Based big brain anon
we do not have a release date though
Oh No Oh no Oh no
I believe Todd Howard.