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Starfield

Ledende Bethesda-udvikler forlod studiet fordi holdet voksede sig for stort

"There were so many meetings and it wasn't the way I liked to build games. I like being able to just move fast and build unique things."

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Instruktør Todd Howard har tidligere udtalt sig om hvorfor Bethesda Game Studios' spil har en tendens til at vokse sig decideret uhensigtsmæssigt gigantiske, men den indholdsmængde kræver naturligvis mange ansatte, og meget dialog blandt holdets mange medlemmer også.

Og dette endte med fjerne noget af det spændende ved at udvikle Starfield for Lead Artist Nate Purkeypile, der arbejdede hos Bethesda i hele 14 år indtil han forlod sin stilling. Nu udtaler han sig om hvorfor. I en kommentar spottet af PC Gamer fortæller Purkeypile, at fordi holdet endte med at vokse sig så stort for at få Starfield gjort færdigt, så blev en betragtelig del af udviklingen til møder.

"I know a lot of people have thoughts on Starfield and how it is probably too big, should have been smaller, etc. I agree with a lot of that and while I enjoyed working at Bethesda a lot when we were about 65-110 people on Fallout 3 and Skyrim, I enjoyed it a lot less as it grew and grew. I had a lot of fun building spaces a lot of you have probably seen like Diamond City, Blackreach [and] Little Lamplight. I was lead artist on Point Lookout and Fallout 76 and more. Starfield was about 500 people or so and with four different companies involved (BGS, BGS Austin, BGS Dalls, BGS Montreal), and that's not including outsourcing. This just wasn't my style.There were so many meetings and it wasn't the way I liked to build games. I like being able to just move fast and build unique things."

Er det også din oplevelse af Starfield? At det blev for stort?

Starfield

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