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Todd Howard Explains How Game's 1,000 Planets Work

StreetsofBeige

Gold Member
As many assumed, many planets will be created using procedural generation

43NGeaQ.jpg
Can No Man's Sky file my taxes for me?

Yes!
 

JimmyRustler

Gold Member
I get his point but I simply do not understand why this is even necessary. Not just the stuff with the planets but even why the handcrafted stuff always has to be more and more and more. Jesus man, these 100+ hours games are bloody tiresome. Bethesda games constantly got bigger, yet with every game the quality content shrinked and the quantity content grew - and I fully expect Starfield to continue that tradition. Just compare Skyrim to Oblivion or Fallout 3 to Fallout 4. Both sequels got bigger both in random and in hadcrafted content. However, ALL the handcrafted content got watered down. Oblivion's quests and questlines were so much longer and more interesting than the ones in Skyrim. I have not played Morrowind so I can only assume that it was the same from Morrowind to Oblivion.

Devs really need to stop blowing up the size of their games and sacrifice quality content along the way. Who cares about this crap anyway? Rather make it replayable both in builds and in game choices. Would be great for us players AND for the devs probably as well because that way they could make games faster and not sit on one project for a gazillion years.
 

Kikorin

Member
1000 planets is the least interesting thing about the game to me. I know in real life lots of planets are just empty rocks, but I don't think Starfield is going to be a space simulation, so no need to have 99% of explorable planets basically empty and just outpost for resources. I'd probably have liked more have 3-4 medium size planets filled with handcrafted contents.
 

StreetsofBeige

Gold Member
I get his point but I simply do not understand why this is even necessary. Not just the stuff with the planets but even why the handcrafted stuff always has to be more and more and more. Jesus man, these 100+ hours games are bloody tiresome. Bethesda games constantly got bigger, yet with every game the quality content shrinked and the quantity content grew - and I fully expect Starfield to continue that tradition. Just compare Skyrim to Oblivion or Fallout 3 to Fallout 4. Both sequels got bigger both in random and in hadcrafted content. However, ALL the handcrafted content got watered down. Oblivion's quests and questlines were so much longer and more interesting than the ones in Skyrim. I have not played Morrowind so I can only assume that it was the same from Morrowind to Oblivion.

Devs really need to stop blowing up the size of their games and sacrifice quality content along the way. Who cares about this crap anyway? Rather make it replayable both in builds and in game choices. Would be great for us players AND for the devs probably as well because that way they could make games faster and not sit on one project for a gazillion years.
A few key reasons why I think devs go big or go home.

1. Precedent set. How many times has a game studio said their new game is smaller than an old game? Basically never. Even though Starfield is the first in the franchise, Bethesda (UBI, Rockstar etc..) have to keep up with the bigger is better focus or it looks like they are being cheap and failing

2. Keep the gamer playing 100+ hours, which leads to....

3. More mtx and DLC bought, if the game has MP it keeps the gamer playing and buying more mtx

4. Big games like Bethesda games can have mods. Starfield will probably have them too. Community will likely have opportunity to built their own shit on other planets and release them as mods to explore

Gamers talk about console ecosystems, but there's also game ecosystems.... COD, Minecraft, Bethesda RPGs etc... Keep em in the ecosystem as long as possible.
 

Kagey K

Banned
I get his point but I simply do not understand why this is even necessary. Not just the stuff with the planets but even why the handcrafted stuff always has to be more and more and more. Jesus man, these 100+ hours games are bloody tiresome. Bethesda games constantly got bigger, yet with every game the quality content shrinked and the quantity content grew - and I fully expect Starfield to continue that tradition. Just compare Skyrim to Oblivion or Fallout 3 to Fallout 4. Both sequels got bigger both in random and in hadcrafted content. However, ALL the handcrafted content got watered down. Oblivion's quests and questlines were so much longer and more interesting than the ones in Skyrim. I have not played Morrowind so I can only assume that it was the same from Morrowind to Oblivion.

Devs really need to stop blowing up the size of their games and sacrifice quality content along the way. Who cares about this crap anyway? Rather make it replayable both in builds and in game choices. Would be great for us players AND for the devs probably as well because that way they could make games faster and not sit on one project for a gazillion years.
Morrowind didn't get MS help until almost the end, but Bethesda games have always been large and outside the scope you would expect.

You can't blame them for following trends, as they usually set them and then other games take years to catch up.

Starfield looks to be no exception.
 
I still don’t quite understand this, it’s the main thing I’m concerned about. I know there are 4 main cities - but I fucking hated no man’s sky’s version of planets like it was super random and boring. I just wonder how they can make someone engaged with this part

Bethesda has many more years of experience with procedural generation than they did at the time. They also have a significantly larger budget and load more manpower. They've had some of the best artists and designers in the business for years. If anybody can pull off multiple great looking planets it would be them. They've never failed to accurately depict massive scale and make it look nice.

Also, I like that he's telling people up front that there will indeed be planets that serve no other purpose other than the fact you can land on them if you want, and that's actually realistic and totally part of the experience.

Edit:

Who among us hasn't played an Elder Scrolls game and just at times stopped to take in the world or look at a certain scene as time passed by? All this simple stuff is part of the larger experience of a Bethesda game, even when you're not necessarily doing anything. It's actually being in the world and believing it.
 
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I get his point but I simply do not understand why this is even necessary. Not just the stuff with the planets but even why the handcrafted stuff always has to be more and more and more. Jesus man, these 100+ hours games are bloody tiresome. Bethesda games constantly got bigger, yet with every game the quality content shrinked and the quantity content grew - and I fully expect Starfield to continue that tradition. Just compare Skyrim to Oblivion or Fallout 3 to Fallout 4. Both sequels got bigger both in random and in hadcrafted content. However, ALL the handcrafted content got watered down. Oblivion's quests and questlines were so much longer and more interesting than the ones in Skyrim. I have not played Morrowind so I can only assume that it was the same from Morrowind to Oblivion.

Devs really need to stop blowing up the size of their games and sacrifice quality content along the way. Who cares about this crap anyway? Rather make it replayable both in builds and in game choices. Would be great for us players AND for the devs probably as well because that way they could make games faster and not sit on one project for a gazillion years.

VATS was vastly improved in Fallout 4, so was the junk economy. It was a massive improvement over what was present in Fallout 3 or New Vegas. The crafting of weapon mods and clothing mods was a massive improvement over their prior games, with numerous visible changes to weapons based on the many upgrades and modifications, enemy combat behaviors and fighting them improved dramatically. You could now pin point specific enemies in certain places and they would properly react to being shot in that spot. There were special ways of shooting robots and there were now special behaviors that gave the player hints as to what would transpire, shooting was vastly improved, the realization of the world itself was vastly improved. The character progression was on a whole other level thanks to the way additional crafting mods allowed you to customize your character's stats and abilities. It went way further than previous games.

They streamlined the conversational bits, which many didn't like, and they took that to heart it seems. The factions in Fallout 4 were the best they've ever been in any other Bethesda game. You could actually see the various factions and the impact they were having on the world. Even the outpost building was a key mechanic as part of one of the factions. Everything was really well tied together. For as much criticism as Fallout 4 gets, under the hood it was one of their most brilliantly made games ever, it just for some people had a less interesting straightforward story, but that game is something special. I didn't catch it originally, but after going back I learned a great deal more.
 
As many assumed, many planets will be created using procedural generation.


FUCK
THIS
SHIT
Procedural generation simply sucks. Very disappointing. Why have so many planets in the first place? Who the fuck is going to explore 1000 of them, especially when its crappy procedurally generated crap? I want crafted landscapes by an artist, not a computer algorithm.
Not a big fan of procedural generation tbh. Usually a red flag for me. But as long as it’s made very clear where you can find the content that the devs have actually made it might be OK. We’ll see.
Fuck procedural generation

All my homies hate procedural generation
tumblr_os37htw3Lv1rzbj5mo1_500.gifv
 

Mephisto40

Member
I can't imagine they've spent much time developing some of these planets if Todd Howard himself has come out and said you'll probably just spend ten minutes at some of them and then just leave to follow your quest line, makes it sound like a lot of the planets are small distractions rather then integral to the game
 
As many assumed, many planets will be created using procedural generation.


FUCK
THIS
SHIT
What did you have in mind then? Artists placing stones and foliage on a planet level scale? Have fun playing Starfield in the summer of 2056..

When procedural generation is done right it can simulate nature pretty well. A game like Horizon ZD/FW has most of its foliage placed procedural as well. It doesn't necessarily mean it's all based on an algorithm (like in No Man's Sky), but maybe they placed places of interest by hand and then filled in the void with procedurally placed assets.
 

CrustyBritches

Gold Member
The "1000 planets!!!" hype didn't really grab me. Likewise, the concern over procedurally generated worlds doesn't worry me. I just kind of feel like, "well...duh."

I'm more curious about romance options. Hopefully it will be like Mass Effect in this regard with plenty of wooing and interspecies alien softcore sex scenes.
 

Tieno

Member
I feel so stupid the fact that so many people are hyper zooming into this "1000 planets" quote and pointing out obvious shit, and I'm like "ok, neat!". Todd Howard knew exactly what he was doing by ending with that quote: generating lots of discussion.
 

Majukun

Member
seems dispersive...which i guess is the point of space, but having to hop on an animation every time you wanna experience a little bit more content is different than jjust pointing your sticjk in one direction and walking like in skyrim or fallout

doesn't sound like smart design...but people loved zelda wind waker which had mostly the same issue
 
We'd rather have them and say yes to you, 'Hey, you can land on this.' Here are the resources, you can survey it, and then you can land and spend ten minutes there and be like, 'OK, now I'm going to leave and go back to the other planet that has all this other content on it, and I'm going to follow this questline.'"
To be honest, that sounds like this could turn into a huge pain in the ass real quick, especially if the game has content that incentivizes players to grind resources.
 

Sybrix

Member
salttruck.gif


Remember this is Bethesda, the king of the buggiest games and over promising

The Fallout 4 reveal was quite spectacular, the boast again of the most crafted items ever!! Still didn't make that game any good.
 

Gavon West

Spread's Cheeks for Intrusive Ads
Any real conversation seems to be rare thing here, mosts posts are just trolls and memes. I guess some folks enjoy this.

But back on topic.

I have a radical idea for people worried about this, if go to a planet that you find boring, I know this is a radical concept but you can actually leave this planet and go somewhere you do find interesting.
Big facts! That's why troll posts complaining about procedural generation rings hollow. If you can't simply imagine leaving a world with nothing to do in it, and flying to a planet that has plenty to do, there's bigger problems for you than P.G. You simply lack imagination. And you're in a thread being petty about it when its strictly a YOU problem.
 

cragarmi

Member
You would have thought the ability to fly seamlessly from space to planet would be more important than having 1000 planets, most of which are a barren waste land. Weird priorities?
 
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buenoblue

Member
When I was younger my dream game was an entire planet with different games in it. So go to arace track and it's a racing game, stadium for sports and so on. Now I realize it's not the technology it's the man hours, time and money that makes this impossible
 
I’m still pretty optimistic about this; I always liked just fucking around on the planets in Mass Effect 1. It wasn’t the best thing ever but just having the option to land on so many planets was refreshing at the time. I have to be in a particular mood to play open world games, but when I do I just want a “Fuckin around” simulator, and if I can have the freedom to follow hand-designed quests and occasionally explore some barren planets, that’s fine by me.
 

ToadMan

Member
Unlike most in this thread I don’t mind procedural generation if it creates a scale suitable for the purpose - and space is suitable.

Even the 8-bit elite had like 2000 planets - if anything “only” 1000 in this, is kind of pokey for a modern sci fi epic by a major studio.

Elite dangerous has billions of planets using procedural generation and a physics based model that accurately recreates plausible star systems. Yeah there are a lot of ice balls out there - but they were your ice balls and no one else’s because of the sheer scale of the thing.

But anyway that’s elite which is a much bigger game than this - the thing that procedural generation in this game will need is worthwhile dynamic content that provides a reason to use those planets.

Building bases on static planets will get old very quickly, as will simplistic randomised fetch quests or go there kill baddie stuff.

But if they manage to create compelling dynamic content - particularly for the endgame - then there may be a reason to pick this up. And that’s not a tall order, there have been plenty of games that managed fun dynamic content - even indie stuff - so a company with Bethesda’s resources should be able to produce something better than an indie team.

Sadly Todd’s interview here is more reminiscent of NMS than something groundbreaking in story telling. So expectations back down to zero I guess. Either that or he’s an awful marketer.

Seems like the only way to play this game will be on PC and hope modders fill in the blanks Bethesda leave.
 
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RJMacready73

Simps for Amouranth
tbf Mods will absolutely have a field day with this and tbh this is where this game could fucking shine come to think of it, can you imagine the amount of sex planets theres going to be! seriously though with a 1000 planets with differing biomes, mods can just pick a spot on the planet (assuming its the whole planet that's been procedurally generated and not simply a large area on a specific point) and add all sorts of hidden content to find, quests, structures etc and really flesh out the universe
 

Batiman

Banned
It would be cool if there was some puzzle quests that lead you to far empty planets to find some crazy loot or structures. Something like in the outer wilds but on a grander scale
 

Helghan

Member
At first when he said "1000 planets", I thought, wow this game is big. Now I finally understood that he meant "1000 planets of which 95% is pretty shit", just like in real space. A lot of planets are just shit and not interesting at all for normal people. If space travel ever becomes a real thing, you won't see me going to Neptune to take a walk and explore. It's just ice.
 

killatopak

Gold Member
Generally agree with your post but some disagreements here.
The crafting of weapon mods and clothing mods was a massive improvement over their prior games, with numerous visible changes to weapons based on the many upgrades and modifications, enemy combat behaviors and fighting them improved dramatically.

Crafting was improved is some ways, yes, but weapon mods themselves were already part of Fallout New Vegas. They even completely removed custom ammunition which was actually craftable. I liked the clothing mods especially where it they make it modular. The problem I had with it is the power armor. Not only can you use it without the relevant skill anymore, it also trivialized the clothes themselves. I will admit it is cool though.

You could now pin point specific enemies in certain places and they would properly react to being shot in that spot. There were special ways of shooting robots and there were now special behaviors that gave the player hints as to what would transpire, shooting was vastly improved, the realization of the world itself was vastly improved. The character progression was on a whole other level thanks to the way additional crafting mods allowed you to customize your character's stats and abilities. It went way further than previous games.
Special ways? There weren’t anything new or groundbreaking in VATS or robots that wasn’t present in New Vegas. Pretty much most of them were already seen if not the base game then the DLCs. Gunplay was improved but there wasn’t anything else.

Yes, you can increase the S.P.E.C.I.A.L stats via clothing but the abilities are still locked behind because clothing stats are temporary and the skills are gated via levels and actual permanent stats. Legendary weapon and armor effects have more impact than clothing mods. The only reason why you think mods have more effect is because the character skill system itself has been gimped in FO4. It was a lot more complicated in the previous Fallouts but in return, it allowed you to tailor made your character to be unique. FO4 doesn’t even have a level cap. You can get all skills eventually which entirely defeats the purpose of customizing anything.

The factions in Fallout 4 were the best they've ever been in any other Bethesda game. You could actually see the various factions and the impact they were having on the world
Hard disagree with this one unless you don’t count FONV as a Bethesda game but as an Obsidian game. There were barely any effect with what you do for the factions in the world. You wanna see a better one? The Karma system in FONV is superior.
 

Riky

$MSFT
I hope there are planets that have mining like the original Mass Effect and then you could come across side quests on a proportion of them, spent hours exploring that game.
 
Well as long as theirs lots of hand-crafted content, I don't have a problem with them putting a bunch of empty planets in there. As others have said, that's actually an accurate representation of the stars.

Also, if it's true that Starfield has over 200 000 lines of dialogue, I believe that would make it the longest video game script of all time.
 

sankt-Antonio

:^)--?-<
Any real conversation seems to be rare thing here, mosts posts are just trolls and memes. I guess some folks enjoy this.

But back on topic.

I have a radical idea for people worried about this, if go to a planet that you find boring, I know this is a radical concept but you can actually leave this planet and go somewhere you do find interesting.
Don't know if wasting time for good content to come by is the argument you thought it was. Vast landscapes to explore with interesting content is always better than a myriad of *whatever* that's been designed by an algorithm. I want good content whenever I enter the virtual world, why someone would cheer for something less than that, I don't know.
 

jroc74

Phone reception is more important to me than human rights
As many assumed, many planets will be created using procedural generation

43NGeaQ.jpg
Yup, those of us that follow this stuff assumed right. Even me that dont really know the details, ins and outs of game dev assumed this.

The end product....will just have to wait to see how it works. Procedural isnt an automatic downgrade tho, that depends on other things IMO.
 

DonkeyPunchJr

World’s Biggest Weeb
I don't care what anyone says, the Mako was tedious as fuck. I expect the same crap from this.
This is what I’m worried about. Like their train of thought is:

- wow just imagine how amazing and immersive it would be if you had a whole galaxy of planets and you could explore any of them

- ok we created 1000 planets but the vast majority are barren and boring, and the novelty of exploring wears off quickly.

- let’s add some extraneous rewards to give players a reason to explore. Like scanning for resources and procedurally generated quests and shit

- ok now we better design our crafting and upgrading system to make good use of all the crap players can collect from planet exploration….

Pretty soon you end up with a whole lot of time consuming and repetitive busywork that’s not really fun to do, and players will only do it because they feel obligated and don’t want to miss out on the rewards.
 

mortal

Gold Member
Why did they feel the need to have 1,000 planets to begin with?
I think the majority of players would've been happy just to have even 100 planets.
Or as much as 25 relatively large, hand-crafted planets with multiple biomes/regions to explore.

While I can appreciate their ambition with the scale, this could lead to an over-reliance on procedural generation, which might negatively impact immersion and exploration.
I wouldn't be surprised if 90% of the planets are mostly barren material scavenging locations, with some remote outposts to raid and alien creatures to combat.

I hope they pull it off with their implementation, but it's not exactly capturing my imagination tbh.
I think the moddding community will be the ones that end up making planet exploration more compelling in the long run.
 

Hugare

Member
I'm still baffled to see that people were expecting them to handcraft something for 1000 planets

Do you have any ideas how much time/devs/money it would take? It's so obviously unfeasible to someone that has at least one ounce of grasp on reality

Todd is basicaly saying: it will be Skyrim/Fallout on the main campaign, and poor man No Man Sky / Mako exploration on those other planets.

No cities to be found there, no quests, nothing more than gathering materials and maybe some enemies settlements

I bet one arm and one leg that you wont be able to explore any planet with civilization in it (like New Atlantis), because otherwise, it would be jarring af to see one huge ass city and nothing more for kilometers.
 
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Saber

Gold Member
Got the feeling this was the case, too much of work for them to be real. Can't believe people though otherwise.
 

Kev Kev

Member
I'm still baffled to see that people were expecting them to handcraft something for 1000 planets
there was always going to be empty planets.

i think people were expecting that the only places wed be visiting would be handcrafted and the rest of the planets would just be there for decoration.

i kind of like that they are trying to make those other planets somehow useful. resource gathering is confirmed, but i imagine there will be wildlife to fight, maybe procedurally generated caves to explore, valuables to find, etc.

this is just people finding a way to complain about something with this game. if it wasnt this itd be something else. i have concerns about empty planets as well, but most posts itt are over exaggerated, as people tend to do with everything these days.
 

DenchDeckard

Moderated wildly
From the company that was procedurally generating trees and fauna in oblivion years ago....they have some grasp.

To be honest the planet searching and base building aspect won't be that big for me. I never really bothered with my base in fallout 4. But making my ship......

...
oh boy dunk GIF
 
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