Starfield
Starfield’sapproach to item - of - interest , or POIs , has been a point of contention since it initially launched . Currently , Starfieldhas a bit of handcrafted POIs which are then indiscriminately placed on planets . Their gelt and enemy placements are then randomly render to make them feel more distinct . However , as many players have discovered , these poi end up feeling improbably repetitious , even with the gelt and enemy being switched out each time . They never feel unexpected , cryptical , or ambitious , as player approach them the accurate same way every time .
In fact , the POIs end up being one of theworst parts ofStarfield , especially as musician have regain that the same data point slate , idle bodies , and lore entries are bulge out up across multiple POIs . Starfield : Shattered Spaceattempted to fix the problem with unexampled POIs , but it was n’t enough . However , there is an obvious solution toStarfield’sPOI problem that could make all devotee happy .
Shattered Space’s New POIs Don’t Fix The Problem
They’re A Band-Aid Solution
Starfield : Shattered Spaceintroduced a number of brand - new poi for players to describe , thus slightly increasing the fairly limited pool currently in the game . These new POIs are a worthwhile addition , especially as they reduce the sheer amount of repeat players experience every sentence they venture to a non - story - related satellite in search of things to do . However , while everyone is grateful to have more cognitive content to expose , Shattered Space’snew POIsare not enough to fixStarfield’sbiggest problem with repetition .
More than anything , summate extra POIs toStarfieldfeels like a band - care solution . It is a impermanent fix that will momentarily murder the feeling of repetition until players have discovered all the unexampled POIs and commence to see them over and over again . Adding Modern POIs does n’t fix the root of the trouble , which is that doing the same content repeatedly have boring , and the secret plan is in do-or-die need of procedurally generated content .
As much as people languish at comparisons betweenStarfieldandNo Man ’s Sky , it ’s hard not to feel thatNMS ' approach to poi is handle far more efficiently , as player are always guaranteed something new , even if it is a version of what they ’ve already uncovered before . Starfieldcopying and pasting its handful of POIs across its procedurally generated worlds is just not enough , especially when those POIs are n’t interesting enough in the first place . Of of course , if Bethesda cover to bestow more and more POIs , eventually there will be enough to stave off repetition .
Starfieldcopying and pasting its handful of poi across its procedurally render worlds is just not enough , especially when those POIs are n’t interesting enough in the first post .
However , Starfield’smistakes are have it intemperate to invest in , with Bethesda having little reason to go on endue in it , especially thanks to its dwindle down musician base . The prospect of Bethesda create enough singular POIs to make it so players rarely encounter the same place twice is exceptionally slender . or else , it should create a model akin toRemnant 2’sprocedural generation which makes its locations modular , rather than handcrafted localisation that are repeated ad nauseam .
Modular POIs Could Make Starfield Less Repetitive
It Would Make Starfield’s Universe Feel Truly Unexpected
One meaningful root toStarfield’sbiggest problemwould be to introduce modular POIs . Starfield’scurrent model of copying and pasting handcraft subject matter is n’t work , largely because its bloated creation has 1,000 planet for thespian to explore . While not every planet needs completely new message for musician to engross with , especially as Bethesda advisedly created barren planets to create a more realistic macrocosm , there are simply not enough alone points of pastime to reduce the hazard of encountering the same ones repeatedly .
Modular poi would fix this problem , especially if Bethesda make enough unique parts . fundamentally , Starfieldwould depict from a range of plus and tilesets and bring in a handful of them together in a random order , thus creating a brand - new POI . It ’s howNo Man ’s Sky’srandomly get creatures work or how theincredibly immersive populace ofRemnant 2is put together . Modular POIs would help make each one feel unexpected , while still pull in them consistent with the in - game lore . For model , minelaying station would still always look interchangeable , but would n’t have the exact same layout each and every clock time .
In order for modular poi to body of work , Bethesda would need to create a vast range of tilesets for the game to create new areas out of . For deterrent example , it would ask to create multiple variations of corridor tilesets which would then be stitched together to create a cohesive area . However , unlike with handcraft poi being repeated , even with just a fistful of options , there is a caboodle of potential for fluctuation .
Custom Image by: Tom Wilson
While fans have been shout for more handcraft substance forStarfield , it ’s clear now that it simply is n’t the answer . Shattered Space’scompletely handcrafted world was not enough to touch on the baseStarfieldexperience . Even had it been an gratifying location to explore , fans would still finally have to pass to the repetitive poi ofStarfield’ssprawling galaxy . introduce Modular poi toStarfieldwould touch on the base gamein a style thatShattered Spacenever could .
POIs Need To Actually Make Sense In Starfield
They Need To Stop Popping Up Where They Don’t Belong
Another issue thatStarfield : shatter Spacefailed to address is that poi often do not make common sense . They incessantly belt down up on satellite where they do n’t belong , have assets in situation that do n’t make sentiency - like seating room and food outside on a toxic planet - and appear multiple prison term within the same system . POIs are almost too randomly placed inStarfield , creating a completely discrepant sense of worldbuilding that all too frequently breaks any submersion .
In a game likeNo Man ’s Sky , it ’s easier to forgive these inconsistencies , as absolutely everything is haphazardly generated . However , Starfieldis a largely tale - driven game with a more logical and detailed world . Bethesda has put real thought and sweat into creating the universe player explore , so when POIs do n’t make any sense , it feels like a mistake . Of course , there are plenty ofmods that fixStarfield , butit should n’t have to be up to modders to improve the secret plan . Bethesda should have thought of this before releasingStarfield .
Although Shattered Space was a step in the veracious direction , it failed to address Starfield ’s biggest job ; something its subsequence will have to do .
Points of interest group have been one of the biggest issues forStarfieldskeptics since it launched , yet Bethesda has not fixed them . It can proceed to add more , and , if it tally enough , this could eventually remediate the trouble . However , unless it implements some form of modular poi and fixes the random emplacement of them to ensure that they make sense from a humans - construction perspective and are n’t repetitious , Starfieldwill go on to experience more like a video game and less like an immersive space sim .
Source : Bethesda Softworks / YouTube , Helpful - Leadership58 / Reddit