Alongside the technical debt it would require to implement, it just didn't make sense given the vision the game had.
By this time, just about everyone who's wanted to explore the galaxy in Bethesda's latest game, Starfield, has done just that. Whether you dove in at launch or after Shattered Space was released, you most likely had a pretty good time joining the ranks of pirates, finding ancient artifacts, or building your own Clippy ship.
Coming in under decent reviews, Starfield is an open-world/space RPG created under the direction of Todd Howard and Bethesda Game Studios. Their first original IP in decades, it was unable to surpass the likes of Skyrim or Fallout, but still found an audience that plays to this day. So why wasn't it as successful?
There are plenty of reasons players might be able to point to as to why Starfield isn't as booming as Skyrim. Not every one of those grounds for dislike is legitimate, but some hold merit. A small one I know some players were bothered by was the lack of gore or dismemberment found in previous games like Fallout.
The entire interview was very chill and relaxed.
(Image credit: Kiwi Talkz via YouTube)
In an interview with Dennis Mejillones, a former Senior Character Artist on Skyrim, Fallout 4, Fallout 76, and Starfield, Kiwi Talkz asked a series of questions related to his career. These related to werewolves almost being cut from Skyrim, the Creation Engine getting complete rewrites from the ground up, and how much he loved working with Todd Howard. They also touched on the removal of more colorful gore systems.
Technical debt
Kiwi asked, "Why was gore removed in Starfield [specifically, like Fallout or Skyrim]?"
According to Dennis, it came down to scope and themes, "That has a lot of implications with the different suits from a technical perspective. There's a lot that has to go with it. You have to cut the helmet in a certain way; you have meat caps to the bottom where the flesh is. We had systems for all of that, and it got turned into a big rat's nest of all these things you have to count for."
I can understand that. Helmets and backpacks, with their various attachments, become a nightmare to continuously add dismemberment elements. At some point, with the amount of other items that continue being added into the game that a system like that would need to account for, it becomes best to go without it. They crossed a point where the benefits of abandoning a system outweighed having it in place.
- Mutton
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