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Bethesda Game Studios’ Starfield is an incredibly impressive game, giving players an entire universe to explore, but the game’s sprawling galaxy is split up into countless loading zones. With an overhauled Creation Engine, as tools like Unreal weren’t suited to Bethesda’s games, there was a hope that these loading zones would be eliminated.
In an interview on an upcoming episode of the VideoGamer Podcast, ex-Starfield developer Nate Purkeypile—who departed the team in 2021—revealed he was surprised by the sheer number of loading zones added to the game, specifically in Neon. During early development, before tools like the lighting engine were finished, there were significantly less loading zones, but the game eventually launched with an overabundance of them.
Starfield didn’t have all those pesky loading zones
Purkeypile, who joined Bethesda in 2007, left the studio during Starfield’s development due to the number of developers working on a single project, the number of meetings that resulted in, and simply not enjoying the use of procedural generation in the RPG. Since then, the developer has created The Axis Unseen, a gorgeous indie game that takes lessons learned from Skyrim to create a more focused experience.
Looking back on his time working on Starfield, the developer explained that there was a time where there were significantly less loading areas in the game. On release, the segmentation of Neon—a city he worked extensively on—left him surprised.
“It could have existed without those [loading zones].” the developer explained. “Like, some of those were not there when I had been working on it and so it was a surprise to me that there was as many as there were.”
Creation Engine’s big limit
Purkeypile explained that some of the heavy segmentation is “inherent to the Creation Engine and the way it works”. However, anyone who has played Starfield knows that there are ways of getting around major locations such as Neon without triggering countless loading zones, causing the older design of the RPG’s cities to expose itself.
“A lot of it is gating stuff off for performance in Neon,” Purkeypile explained. However, when it came to New Atlantis, the city was designed around its transit system, an in-game train that can be used to quickly take players across the city. Instead of sitting on the train, as many players might actually enjoy, Starfield instead cuts to a loading screen to hide the journey.
“For New Atlantis, I think it’s just to make it so you don’t have to sit there for the entire train ride,” he laughed.
Despite it’s flaws, Bethesda Game Studios has not given up on Starfield. Since release, the game has received numerous updates, bringing mod support to consoles, adding in vehicles to drive across its sparsely populated planets and even adding its first expansion: Shattered Space.
Veteran Starfield developer surprised by sheer number of loading screens added late in development – “it could have existed without those”
Veteran Bethesda developer Nate Purkeypile revealed his surprise at the large number of loading zones in Starfield on launch.
www.videogamer.com