““We were finally at a state in the project where we could play through the whole [game]. And it became very clear that we were missing the large final location that was going to tie the story together and have a satisfying action-filled payoff,” Shen said. “I was both implementing the main quest and leading the quest design team, so I had absolutely no time. The entire quest design team was already overbooked.””
The quest design team being overbooked and not having time certainly explains a lot.
GrymEdm@lemmy.world 7 months ago
Starfield was in development for 7 years, which seems like a fair bit of time to figure out main storylines etc. Did Bethesda only hire the quest design team in the last year or something?
adam_y@lemmy.world 7 months ago
That’s, oddly, a common feature of modern production. Narrative still plays second fiddle to mechanics.
Which, in this case is doubly weird since the mechanics have existed since the age of Skyrim.
Shiggles@sh.itjust.works 7 months ago
That argument makes sense for games with enjoyable mechanics. You can’t make an incredibly dull game and then use that excuse.