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File: 1719628897769.jpeg (Spoiler Image,223.28 KB, 579x750, IMG_0406.jpeg)

 

Comparing Starfield’s levels to previous Bethesda major releases reveals another flaw about the developers of that studio’s game design principles. Where as other game developers build space around the elements of their levels, Bethesda builds the elements around the space the designers already allowed. It’s no wonder to why every level, every room, every dungeon, every dlc in any Bethesda game feels like playing an early 90s dungeon crawler. The levels don’t allow enough space for either the player, the enemies, the NPCs, the objects, or anything else to move or interact with anything sufficiently, and the gameplay suffers. Just compare how much space the player has to move around in a game like Doom and Wolfenstein to fallout 4 or Skyrim. Even Redfall’s developers understood to give the player enough space to play the game right..:

>>36433
I don't see why huge empty rooms are necessary, in real life rooms are kind of cramped and cluttered.

>>36434
Clearly you have never played a good game. Good developers make their games feel big by giving their assets enough space to function, but also make sure to have a lot of assets worth playing with to begin with. Bethesda’s developers don’t do this. They just make big open worlds, then proceed to frantically try to fill them with assets without accounting for the amount of space those assets need, and pump out the games without thinking. The levels ultimately feel disorganized. It doesn’t matter if it’s unrealistic, for the player, these games feel bad to play. It’s the same issue with not applying keeping movement vectors tied to the player’s speed or the enemy’s algorithms which causes erratic npc and player movement, or Bethesda god awful implementation of level scaling over conventional enemy placements.

>>36435
I can't say Starfield is the best game ever but personally I enjoy a cluttered environment where you have to dodge around objects and stuff can go flying when a gunfight happens, and you can end up hiding behind a random desk.

Bethesda has a thing for adding interactive clutter to every room, and in order to improve performance you generally can't see across multiple rooms due to physical obstacles like 90 degree turns in hallways and floor elevation changes. Plus the player has a lot more maneuverability in Doom and can actually make use of all that extra space in its arenas, where characters in Fallout and Skyrim aren't very mobile by comparison although I don't think that's strictly a bad thing. If they ever tried to emulate Doom's movement system the level design would reflect that, but I think they're all in on clutter and keeping the player relatively slow moving. And for what it's worth, the only time I feel like a space is too small is when a follower stands in a doorway or something.

One of the biggest issues with Bethesda level design is it doesn't account for stealth even though the game mechanics massively reward stealth on paper. So instead of doing anything clever like hiding behind all that clutter and moving at the right time, you pretty much just have a sneak skill that determines how close you can get before they notice you. The levels aren't built with stealth in mind since there's basically just one way in and out and a lack of secondary spaces within rooms where you can hide.


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