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..: