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Starfield General (+ Info Compilation)

VersusXV

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◯ - Official Site: https://bethesda.net/en/game/starfield
◯ - Steam Page:

◯ - A collection of all the officially released videos & interviews about Starfield (see spoiler tags below for more), a couple of highlights to start things off:

◯ - Mod Support info from the Todd Howard Reddit AMA:(relevant comment linked)
Todd Howard confirming Mod Support.png
◯ - No more dialogue wheel nor 4 options limit:(timestamped link to relevant video)
Turnbased persuasion system. Limitless storytelling potential for modders
Dialogue System.png
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◯ - Trailers
 
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Phil Spencer said:
The Verge said:
TheVerge: There is a tension there that I really want to pull on. In the entertainment business, you said it’s want-to-do, not have-to-do. The games industry, the entertainment industry, is moving from being this hits-driven business where every product lives or dies and makes millions of dollars or doesn’t, to these recurring-revenue models of subscription. We have obviously seen it with television, and we have definitely seen it with music. The last time you and I spoke, we talked about game streaming and game subscriptions a lot.
I think positioning it as a decision might be slightly wrong, at least for me. It isn’t really a decision to move a game after spending the team’s effort over multiple years just to get to a point where you know you’re not going to deliver the game you want on the date that was promised. Now, it is at some level, because I have shipped games too early. We have experienced shipping games too early.

In hindsight, when you look at a game like Starfield, it’s taken so long and so much investment in new IP from the team. The decision to give the team the time to build the game that they feel they should be building is just the right thing to do. There are financial implications to those decisions. Weighing what is going to happen, whether it’s platform growth, subscriber growth, or frankly, the revenue that you generate when a new game launches, those are business decisions. You definitely have to weigh the outcome of those decisions.

For any game, but definitely for our games Starfield and Redfall — which are our first big Xbox games with ZeniMax coming into the team — I just wanted to make sure those teams felt they had all the support they could get from Xbox, and to maybe feel some of the benefit of being part of a larger organization that has other revenue streams and other helpful things going on. In the end, I believe the quality of the games will be better and customers will find the experience to be more interesting, which will hopefully feel like the right decision in hindsight.
Phil Spencer said:
The Verge said:
The Verge: Walk me through how the decision was made. Did those teams come to you? Did you look at the work? How long did it take to make that decision?
This is maybe where some of my experience in the industry comes to play. I know both Todd [Howard, Starfield game director] and Harvey [Smith, director of Arkane Studios] well, and we had a discussion about where those games are.

I’ll focus on Starfield with Todd — he and I have an honest discussion going on, starting from the day the deal closed on the purchase of ZeniMax. “Where are we with the game? What are the risks that we see?” We have some internal teams at Xbox, like our advanced technology group, ATG, which we can deploy to help teams look at where they are with tech challenges and production challenges.

As somebody who has seen a few county fairs here, I might get some gut instinct about where we are, just by the way the teams are talking about their game and where we are in playing builds. One of the things I have learned is that you want teams to feel like they own their dates. They deliver better when they feel like they own their own destiny with their games, so you wait for the real signal from the creative and production teams. It’s an ongoing discussion about where we are. It’s not like one day, all of a sudden, somebody comes in and says, “Okay, our date is going to have to move.” We track and understand the weighted risk on everything that is going on. It’s a fundamental part of the job that [Head of Microsoft Studios] Matt Booty and [CEO, ZeniMax Media] Jamie Leder do in running our first-party studio organizations.
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What I want to know is if you run with the pirates will you be locked out of aspected of the building system?
Will you be able to visit towns planets etc or will everyone be hostile outside of the pirate faction?
Additionally, will there be CK tools released along with the game so we can mod right away?
No F76 promises CK from the get-go.
 
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So far my biggest interests lie with a couple of things.

How extensive and moddable is the base building system?
Can we use that to create space stations?
And does anyone think there will be a way to save and share base and starship builds?
 
And does anyone think there will be a way to save and share base and starship builds?
Based on history, I would guess this wouldn't be possible until there is a Mod to do so or it may require Starfield Script Extender. ;)
 
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Wait, I know him! He's the reason FO4 main quest and FO76 release story was absolute mess of things. what's his role on this title? i hope he just makes written entries and nothing of too high consequences for the game
Edit: I'm surprised he still has a job after the critical narrative backlash of FO3, FO4 and FO76
 
I think one of the big questions is going to be in regard to a "Star Settlements" as I have seen some people already starting to ask about - how much of what we sort of do in the SS2 realm is going to be in the core of the game? Will the player be able to shape these settlements/colonies and build different types of buildings with different functions? Looks like the answer to that is "yes." So if it is moddable and there's a solid framework there, then this may be a lot easier for people to come up with their own designs and mod them into the game as possibilities.
 
I think one of the big questions is going to be in regard to a "Star Settlements" as I have seen some people already starting to ask about - how much of what we sort of do in the SS2 realm is going to be in the core of the game? Will the player be able to shape these settlements/colonies and build different types of buildings with different functions? Looks like the answer to that is "yes." So if it is moddable and there's a solid framework there, then this may be a lot easier for people to come up with their own designs and mod them into the game as possibilities.
Oh yes, I would love that, but only once Kinggath is done with the narrative of his current project and after streamlining the code to his liking and squashing bugs as they come out until satisfactory or said bugs turned into features, whichever proves efficient, aesthetic and appropriate to his judgment and vision of his work. When all of this is done and Kinggath finds inspiration and, most importantly, if the game is to his liking and worthy of building his Settlements brand into this new IP, then I'll support him in his endeavors.
Do you guys think there's going to be a settlement management subsystem for TES VI: Hammerfell?
 
And does anyone think there will be a way to save and share base and starship builds?
If there isn't, someone will mod it in - even if it requires somethign not unlike "Transfer Settlements" for FO4.
And we all know the Normandy SR-2 will be one of the top downloads in that subcategory

Do you guys think there's going to be a settlement management subsystem for TES VI: Hammerfell?
I can't imagine them ever doing a game without something along those lines now. Even if it's (relatively) simplified - an expanded version of Skyrim's "Hearthfire" "DLC" for example. The TES series has a tradition of those sort of "mini questlines" involving building up your own little fortress.
 
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Wow, I'm quite surprised that this thread, or more likely a new thread, would pop up talking about the release information on Starfield! I am not an excitable person, but after watching the Starfield Direct stream, I am definitely stoked! The combat looks amazing, as well as the ship building and the hints at base building.

Did I miss it, or was there no mention of modding? I expect that almost any game being created today is thinking of modding from day one.

What's the current buzz on here about Starfield?
 
A couple of links for those who might not have seen this stuff yet:

Starfield Official Gameplay Trailer:
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Starfield Direct - Gameplay Deep Dive:
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It looks like they just might have succeeded in reaching the very lofty heights that they've been teasing. The planets look amazing, and I can't wait to explore!

I'd love to hear your thoughts on this relative deluge of information, @yaugie , @VersusXV , @Cessori , and @Karvoc .
 
I'd love to hear your thoughts on this relative deluge of information

Do bear in mind it requires active, conscious effort for me to be in any state more positive than "reluctantly neutral" on absolutely any subject
I am very firmly in the "don't believe it til I see it actually playable by real people" camp on anything in the AAA (or even AA) space for videogames these days; promotional stuff is all so highly polished and edited and stage-managed that it's tough to even tell what percentage of what we're shown is real.

That said, my biggest curiosities at this point are wondering just how moddable it'll all be, and wanting to dig into that "base building" subsystem to see just what it can do or if it'll be treated like FO4's settlement system where there's little reason to even touch it without mods.
 
I'm very much with you on the "don't believe it until I see it" front. Unless I see a really great deal, I'm very unlikely to pre-order. Bethesda may have a bit of a track record for buggy product.... I expect that there will be at least a few decent YouTubers doing playthroughs at launch. With that, I'm hoping to see more into the ship building and base building. I also hope it's not implemented in an afterthought manner.
 
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