Agreed, the way they can preserve the position of any object, anywhere, with thousands of objects and an obscenely large world, is exceedingly impressive.
What I don’t get is why the hell any of that is a priority. It’s a neat party trick, but surely 99.9% of the gameplay value of arranging items for fun could be achieved on the player ship alone.
Like… it’s neat that I can pick up, interact with, and sell every single pen and fork on every table. But is it useful, with a carry weight system deincentivizing that? Fussing with my inventory to find what random crap I accidentally picked up that’s taking up my weight? Is that remarkably better than having a few key obvious and useful pickups? Is it worth giving up 60FPS on console, and having dedicated loading screens for nearly every door and ladder around?
Again, it’s cool that they have this massive procedurally generated world, that a player could spend thousands of hours in. But when that area is boring, does it really beat a handcrafted interesting world and narrative? What good is thousands of hours of content when players are bored and gone before 10 hours?
So like… from a tech perspective, I respect what Starfield is, and it’s very impressive, but as a game it feels like a waste of a lot of very talented work, suffering from a lack of good direction at the top.
Sounds like a CEO who doesn’t have a damn clue how code works. His description sounds like he thinks every line of code takes the same amount of time to execute, as if
x = 1;
takes as long as calling an encryption/decryption function.“Adding” code to bypass your encryption is obviously going to make things run way faster.