Starfield players won't fly ships from planet to space smoothly, says Todd Howard

Starfield will not let you fly your ship straight from a planet into space. This is different from games like No Man's Sky.

A key feature anticipated by many players in the space exploration game Starfield will not be present: seamless travel between a planet's surface and outer space. This decision, made by Bethesda Game Studios and explained by studio head Todd Howard, centers on the idea that the on-surface experience and the space experience are distinct realities within the game. The studio determined that the resources required to engineer a smooth transition between these two realities were not worth the investment, given their perceived importance to the overall player experience.

Game Design Philosophy and Player Experience

The development of Starfield involved balancing ambitious goals with practical design choices. Todd Howard highlighted a core philosophy of "saying yes to the player," which influenced features like the procedural generation of 100 solar systems to offer extensive exploration. However, this openness was tempered by a critical assessment of which features were essential to the game's core experience.

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  • The team decided to implement ideas that aligned with offering broad player freedom and exploration.

  • Conversely, ideas deemed less crucial to the fundamental gameplay loop were excluded.

The decision to exclude seamless space-to-planet travel appears to stem from this prioritization.

The Absence of Seamless Transitions

Starfield will not allow players to pilot their ships directly from a planet's surface into orbit, or vice versa. Instead, players will experience distinct gameplay sections for surface exploration and space travel.

"People have asked, ‘Can you fly the ship straight down to the planet?’ No. We decided early in the project that the on-surface is one reality, and then when you’re in space it’s another reality.” – Todd Howard

This separation means that players will likely transition between these modes through loading screens or designated points. This approach differs from some other space exploration games, such as No Man's Sky, which emphasized a continuous experience of flying from space to land.

Developer's Rationale: "Not That Important"

Todd Howard explained the reasoning behind this design choice, stating that the development effort required to create a seamless transition was considered a lower priority.

"If you try to really spend a lot of time engineering the in-between, like that segue, you’re just spending a lot of time [on something] that’s really just not that important to the player,” he added.

This suggests that the focus was on maximizing the depth and content within the surface and space environments themselves, rather than on the connective tissue between them.

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Player Expectations and Design Divergence

The anticipation for Starfield, a large-scale RPG from the creators of The Elder Scrolls and Fallout, brought high expectations, particularly regarding freedom and exploration. For some, seamless space travel was a significant element of this expectation.

  • The absence of this feature has led to disappointment for players who envisioned a more integrated spaceflight experience.

  • The game's approach to exploration is described by Howard as fundamentally different from previous Bethesda titles, which may require players to adjust their expectations.

The studio acknowledges that this new approach to exploration may not appeal to everyone.

Contrasting Design Philosophies

The exclusion of seamless travel invites comparisons to other games and highlights different approaches to creating open-world experiences.

FeatureStarfield's ApproachPotential Contrasting Approaches
Space-to-Planet TravelSeparate realities; no seamless transitionContinuous flight from orbit to surface (e.g., No Man's Sky)
Player FreedomExtensive exploration across 100 solar systemsFocus on integration and a unified traversal experience
Development PrioritiesDeep content within distinct environmentsSeamlessness and interconnectedness of game systems

The impact of this design choice on the overall player experience remains to be fully assessed once the game is released and widely played.

Expert Analysis

Industry observers note that the decision to forgo seamless travel is a significant design choice that could shape player perception.

"Bethesda has a long history of creating vast, explorable worlds, and their approach to Starfield seems to be about delivering breadth and depth in distinct areas," commented one industry analyst. "While some players may miss seamless transitions, the success of the game will likely depend on the quality and engagement within the surface and space gameplay loops themselves."

Conclusion

Starfield will feature a distinct separation between planetary surface exploration and space travel, a design choice Todd Howard has explained as a prioritization of core gameplay elements over seamless transitions. While this may not meet the expectations of all players, particularly those comparing it to games like No Man's Sky, Bethesda Game Studios has focused on delivering a vast universe with extensive content within its defined realities. The studio's philosophy appears to be that the depth of individual experiences—on planets and in space—outweighs the importance of a perfectly integrated transition between them. The ultimate success of this approach will hinge on the engaging nature of the gameplay within these separate, yet interconnected, domains.

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Frequently Asked Questions

Q: Why can't players fly their ships directly from a planet's surface into space in Starfield?
Bethesda Game Studios decided early on that the on-surface experience and the space experience are separate realities in the game. They felt the effort to make a smooth transition wasn't worth it for the player experience.
Q: What did Todd Howard say about the decision to not have seamless space-to-planet travel?
Todd Howard explained that spending a lot of time engineering the in-between transition was considered 'not that important' to the player. The focus was on making the surface and space experiences deep and engaging on their own.
Q: How does Starfield's travel system compare to other games like No Man's Sky?
Unlike games like No Man's Sky, which allow continuous flight from space to land, Starfield will have separate gameplay sections for surface exploration and space travel. Players will likely use loading screens or specific points to switch between these modes.
Q: What was Bethesda's main goal in designing Starfield's exploration?
Bethesda's main goal was to offer broad player freedom and extensive exploration across 100 solar systems. They prioritized creating deep content within distinct environments rather than focusing on seamless transitions between them.
Q: Will this design choice affect how players explore in Starfield compared to other Bethesda games?
Yes, Todd Howard has stated that Starfield's exploration is fundamentally different from games like Skyrim or Fallout. Players may need to adjust their expectations for how they navigate and experience the game world.