As a seasoned gamer with decades under my belt, I’ve traversed countless virtual realms, from the sprawling vistas of Hyrule to the grimy alleys of Raccoon City. Yet, none has left me more bewildered than Bethesda’s latest offering, Starfield.
As a dedicated Starfield enthusiast, it’s no hidden fact that the game seems to have an overabundance of loading screens. While we’re accustomed to encountering them during fast travel, it’s also commonplace when entering or exiting our spaceship, buildings, certain sections within buildings, and even specific areas within those sections. Believe it or not, these loading screens weren’t initially part of the game design; they were added quite late in the development process.
According to Nate Purkeypile, who worked on Starfield, he found it surprising to discover that more loading screens had appeared when he returned to the project, as they hadn’t been there previously. This is shared in an upcoming episode of the VideoGamer Podcast.
In 2021, Purkeypile departed from Bethesda following a 14-year tenure, expressing astonishment over the abundance of loading screens observed in the final edition of the game. He found it particularly perplexing that there were numerous loading zones within the self-enclosed cyberpunk city of Neon, given that there had been very few such areas prior to completion of the game’s lighting engine.
According to Purkeypile, “It might not require those [loading screens],” he suggested. “In Neon, a lot of it is about managing performance issues by limiting access to certain areas. For New Atlantis, I believe it’s primarily to prevent long wait times during the train journey.
Purkeypile pointed out that part of the issue was “built into the Creation Engine, due to its design and functionality,” referring to Bethesda’s choice to continue using an engine that critics claim is no longer modern or effective for managing a game as vast as a galaxy.
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2024-12-17 23:39