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Starfield devs talk companions and old school RPG stats in new videoLots of exciting hints

Lots of exciting hints

Sci-fi scenes in Starfield art.

Starfieldis surely the biggest game still to come in 2022, but details about Bethesda’s next major RPG continue to spill out only as a trickle. The latest Into TheStarfielddeveloper video offers more insight into the game than anything else I’ve seen so far. It contains almost no in-game footage, mind you, but it contains hints aboutcompanions,romance, character start points, a new dialogue persuasion system that aims to improve on Oblivion’s, and Bethesda returning to their old school RPG roots.

Here’s the video, featuring game director Todd Howard, design director Emil Pagliarulo, lead quest designer Will Shen, and lead artist Istvan Pely.

Into the Starfield - Ep2: Made for WanderersWatch on YouTube

Into the Starfield - Ep2: Made for Wanderers

Cover image for YouTube video

Starfield is Bethesda’s first new universe in forever, but a lot of the chat in the video is about returning to some older ideas. “A lot of us have been doing this for a long time together,” says Howard. “It’s nice with Starfield to go back to some things we didn’t do:the backgrounds,the traits, the defining your character, all those stats. I think there’s so many games that do those things that people are ready for something that does a lot of the things that, y’know, older hardcore RPGs - some that we used to do - doing those again in a new way.”

There’s also talk of Starfield being a simulation, and building a game that can deal with player chaos. There’s no particular examples offered, but there are design principles that the Elder Scrolls series eventually backed away from - like being able to kill any character - that I’d love to see come back.

Maybe most interesting is the reference to Oblivion’s controversial (crap?) persuasion system. “We sat down and, it was funny, we didn’t start with ‘let’s do an evolution of, let’s look back at the old Oblivion system’, but there are a couple of beats there,” says lead quest designer Shen. “You have to think about, ‘what’s my risk here? Which one do I want to choose?’. We didn’t want it to be a system where there was definitely a right thing to say.” There’s again no look at the new system, just footage of Oblivion, but even that they’re trying to make characters feel less like quest vending machines is encouraging.

Given the potential to get carried away with excitement for a big, ambitious RPG like Starfield, I’m glad that we’ve seen so little of it at this stage. I do hope that all these elements being referenced, which make it sound like part of a lineage with previous Bethesda games, are all taking an ambitious leap forward, however.