Todd Howard explains how they managed to create so many planets in Starfield

Todd Howard explained how Bethesda Game Studios managed to create a large number of planets in his most ambitious role -playing game Starfield. In June last year, the Starfield gameplay was first represented at the Xbox summer exhibition, and Howard said that more than 100 star systems and more than 1,000 planets have to be explored in a large -scale space role -playing game.

The disclosure of this information about Starfield has left many gamers with stunned and wondering about how Bethesda Game Studios is generally going to carry out such a grandiose feat. Such information caused natural skepticism, as well as comparisons with No Man’s Sky, an indie game that had similar science fiction ambitions, but ultimately did not justify them after exit in 2016. The comparisons between these two games on the development of space were backed up by another fact: in the gameplay Starfield showed a resource collection mechanic similar to No Man’s Sky mechanics. Fans of Role Games Bethesda feared that most of the 1000 planets would exist only so that players collect certain resources.

Information about the long -awaited cosmic role -playing game has been meager since the demonstration of gameplay last summer, since Howard rarely appears in public outside the framework of his own events. However, the famous game designer nevertheless appeared in the Starfield Signal podcast to tell about the process of creating more than 1000 unique and individual planets for Starfield. In the podcast, Howard said that the studio came up with a new Starfield development method, which involves the use of large landscape fragments, many of which manually include the structures and elements created, and literally wraps them around the planet’s surface, adhesing them in the process.

When the figure of 1000 planets was named last summer, many gamers suggested that Starfield will use the procedural generation for most of their planets, and thus only a small number of manually created areas or planets will be presented. Such a fear is quite reasonable, since in games with a large number of procedural generation, mainly in survival games, there is often lack of manual work, since many areas look clearly repeated. The world -famous role -playing games Bethesda always meet high standards when it comes to a high -quality environment. Hearing a word in this podcast "make some things manually", Howard can reassure the fans who enjoyed incredible encirclement in the last role -playing games Bethesda.

Although the technique described by Howard is not like a full -fledged procedural generation, it seems that the Starfield team uses an easier generation form to create tiles and landscapes that envelop entire planets. Since Starfield Direct will follow the Xbox’s Showcase on June 11, impatient fans will be able to once again look at this unique development technique in action.

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