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Erlkönig: Starfield: My Theories about Starfield's Design

Why isn't the Jemison girl different?
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This is a collection of Reddit posts on the same subject coming at the same thing from two different angles:

1 Bethesda's probable motives in Starfield game design, and what I wish they'd done differently 1 Difficulty scaling in Starfield, problems from it, potential alternate paths


2026-03-26 Bethesa motives in Starfield game design, versus mine

I have some theories about Bethesda's motives:

  • No full-strip looting to keep the credits loop viable and meaningful for longer
  • No crafting gear from scratch, or gear perk recycling, so that you need to change and adapt play to weapons you find, as well as keeping gear finds meaningful
  • No sub-orbital flight because nosediving to land is just a fantasy sci-fi trope that would compromise immersion in the game
  • No realistic space combat, but rather a 3D version of 1850s naval combat because, hey, players like it
  • No physical objects through the Unity (pre 2026-03) supports found gear changing player direction in NG+, prevents the starting systems from being completely threatless from the outset, and the lack of credits achieves the same ends for ships
  • No carrying Essence through the Unity, because it would make it too easy to just obliterate enemies freshly out of NG+
  • No way to make ammo from (total) scratch may force a player to switch weapon more often, instead of always using the favored one
  • No weapons provided at the start of NG+

The latter four would have played well with these aspects Starfield does not have:

  • No health increase from level, just from Skill and through gear-based damage-resistance
  • No scaling of the universe (NPC levels, gear) to match player level
  • Enemy tactics, instead, are scaled to player level

Together, all those would have meant that a Starborn would have started in essentially the same level of threat in the new universe, except for Powers and the starborn armor suit, generally seen as a mid-game armor set. Being unable to create gear, or keep past gear, the player would be back to low-damage weapons that are still a threat, except for the starborn armor.

My theory is that this might have been a real consideration by Bethesda about how the game should work. An honest reset arriving in the new universe, except for a suit strong enough to keep you alive to the Unity, and a ship perfect suited to jumping everywhere needed without effort to make that path easier. A vulnerable starborn with a choice of whether to just jump to the next universe or actually gear up and camp in the current one. A choice of re-gearing from tier 1 items, or to take the more dangerous option of jumping to high level systems and gear up to high tier quickly.

To me, health scaling by level and scaling the universe to match the player both clash with the idea of a most-similar universes loop. I feel like the clash might have arisen of a perceived demand for the RPG trope of level=health (more or less), and the scaling the universe is a side effect to cope with the trope.

So, while I find Starfield to be great entertained as it is, I think I would have enjoyed it more if:

  • It had the additional aspects I mentioned
  • NPCs and other aspects of the world were deterministically procgenned differently for each specific universe

The first thing I did in NG+1 a couple of years ago was walk into the Jemison Mercantile to discover what the counter girl's new look would be. I was met with disappointment. Exactly the same. What I wanted was for each universe to be recognizable through its differences:

  • NPCs look different
  • The would be specific gear and other items specific to some universes
  • A few universe-specific quests, even small ones
  • Slightly changed company or faction names, or trademark colors
    • The Purple Pirates would have been hilarious :-)
  • A Skill that can only be added in a certain universe (by which one, or by NG+ count)
  • Some quests or unlocks that could only be solved with information from two universes
    • Like a way to unlock CredTanks from early on

I don't think anyone is going to call any of those bad, or inconsistent with the theme.


2024-10-20 Difficulty scaling in Starfield, problems, alternatives

This game scales:

  • By the player level
  • By the system level
  • By the Settings difficulties
  • By the NG+ count

The result is a mess. The hardest scenario is at low level, about 1 to 15, on Extreme difficulty. After that, difficulty steadily drops (assuming you learned powers, for NG+). The hardest run I did was trying on Very Hard to reach the Unity at the lowest possible level (without cheesing the challenge) - managing level 18 on the third try (having to avoid killing things made Nishina... interesting). Locking my level at level 1 was even more interesting. Overall, what I've seen is that:

  • Ramping up enemy levels to match the player even in starting areas ruins the feeling of progress
  • Ramping up starting gear in a game with a near-restart mechanic (NG+) to match player level kills the gear upgrade game loop
  • Raising health as an expression of "level" either turns the player and enemies into bullet sponges or forces lore-breaking choices to compensate (see point on gear)
  • Having to empty multiple magazines of automatic weapons into a frozen NPC's face at point blank range to kill it breaks the suspension of disbelief

Instead, it should work like:

  • Players should have to seek out higher level systems for more challenge and higher tier gear
  • Health should only scale up from skills (ideally NPCs can have skills too)
  • Defense should scale up by skills and gear, and that should make far more difference than health
  • Higher level enemies need to show changed behavior and capabilities (bullet sponge is a poor fallback)
  • A stunned or frozen player or NPC should reasonably lose certain damage mitigations
  • Low level systems should only have low tier gear, unless some questline changes this (which should have to be redone for each NG+)

And choosing between the two should be some kind of Setting, mostly around level impact on health + gear availability.

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