I very much love the stance of “When everything/everyone is remarkable, nothing/noone is.”
Counterpoint: it doesn’t make everything/everyone unremarkable, it just raises the standard and the bar for what remarkable is. Imagine using that argument for modern graphics, game design, etc, and that you want things to be lackluster because it really highlights the occasional times that they aren’t.
Fair point. I would agree to say there should be a healthy middle ground. I think coming across theme park-like spectacle around every corner would remove a lot of immersion and most authenticity (specifically trying not to default to “realism” because then we’d specifically want 99,999% of areas to be lifeless rock) not only from Starfield but many many games. Fallout, Elder Scrolls, Red Dead Redemption and the Metal Gear series would be incredibly different games, if it was just from one action sequence to another and then a beautiful story cutscene immediately and with only loading screens separating them from each other.
I guess I’m trying to say that immersion into and attachment to a game is increased if you give opportunity for (or sometimes force) the player to calm down. Red Dead 2, for example, does this masterfully by its generally slow and deliberate pace for most actions (cooking steak by actually making you hold the meat over fire for a couple seconds, making you walk/ride for long passages to get somewhere even during missions, etc.) and by sprinkling in quite a number of relaxing quests, like watching a movie with your girlfriend, in a game that’s mainly known for shooty tooty cowboy action.
To wrap up that wall of text, I guess I’ll see if the ratio of interesting tidbit for every dull landscape is too low for me in Starfield once I get my hands on it c:
Update: Game’s good, if your expectation was “Space game made by Bethesda”. I like it and am very happy with the amount of barren planets for every lush world. Sure, they lack the “discover flora and fauna” activities but there’s still plenty fun stuff to do.
Counterpoint: it doesn’t make everything/everyone unremarkable, it just raises the standard and the bar for what remarkable is. Imagine using that argument for modern graphics, game design, etc, and that you want things to be lackluster because it really highlights the occasional times that they aren’t.
Fair point. I would agree to say there should be a healthy middle ground. I think coming across theme park-like spectacle around every corner would remove a lot of immersion and most authenticity (specifically trying not to default to “realism” because then we’d specifically want 99,999% of areas to be lifeless rock) not only from Starfield but many many games. Fallout, Elder Scrolls, Red Dead Redemption and the Metal Gear series would be incredibly different games, if it was just from one action sequence to another and then a beautiful story cutscene immediately and with only loading screens separating them from each other.
I guess I’m trying to say that immersion into and attachment to a game is increased if you give opportunity for (or sometimes force) the player to calm down. Red Dead 2, for example, does this masterfully by its generally slow and deliberate pace for most actions (cooking steak by actually making you hold the meat over fire for a couple seconds, making you walk/ride for long passages to get somewhere even during missions, etc.) and by sprinkling in quite a number of relaxing quests, like watching a movie with your girlfriend, in a game that’s mainly known for shooty tooty cowboy action.
To wrap up that wall of text, I guess I’ll see if the ratio of interesting tidbit for every dull landscape is too low for me in Starfield once I get my hands on it c:
Update: Game’s good, if your expectation was “Space game made by Bethesda”. I like it and am very happy with the amount of barren planets for every lush world. Sure, they lack the “discover flora and fauna” activities but there’s still plenty fun stuff to do.