| To me, Starfield is a massive admission that either the developers don't understand what made their previous games work - or that no one will step in at a top level and prevent them breaking that core. The modern TES games have been all about environmental storytelling, exploration, combat and crafting. All else is secondary. Whether you like that focus or not is up to you, but that's the draw of games like Skyrim and FO4. But Starfield completely broke it. They wanted hundreds of planets to explore, but the only practical way to do that is procedural generation. No one wants to explore procedural spaces. There's never anything interesting in them. You can't do environmental storytelling because that requires a human hand. Due to engine limitations, making all the travel seamless was also completely impractical. So instead of seeing a location and going "Oh man, I want to go there!", then just walking there encountering distractions on the way...it's Loading screen -> Loading Screen -> Loading screen -> Generic planet with nothing interesting to see. How no one at a top level said "this can't work, the game's concept is bad, start over" is baffling. No one had a vision at the top level for how the game was supposed to work - or that vision was just wrong. If Bethesda can't understand the fundamentals of their own best-selling game, I don't see how they can make a sequel. |
I would say, rather, that no one wants to invest the development effort to make them interesting enough to explore.
In my view, you can either use procgen to make development cheaper or to make it more interesting to explore, but not both at the same time. The roguelike genre was invented because the developers of rogue wanted to be surprised by their own game. And it worked to an astonishing degree.
But you've got to design in the systems that are interesting to explore, rather than relying on the amount of content.
Everyone hopes that you'll have multiplicative results so that content X times content Y goes exponential. But with procgen the multiplicative effects are more from different systems interacting; having a sword with different stats feels same-y, having a sword that combines two gameplay effects starts feeling more interesting, having a sword that integrates with a procedurally generated narrative and a system of tracking per-weapon kills that dictates your reputation among monsters starts feeling like there's a lot more to explore.
Nethack is famous for having a zillion different hidden reactions that let different parts of the content work together in surprising ways, as anyone who has tripped down the stairs while wielding the corpse of a cockatrice has discovered. Dwarf Fortress has a zillion different moving parts, so that the giant shambling golem built out of salt can be defeated by shoving it into a lake. Caves of Qud lets you bring a chair to life and then use your psychic powers to swap minds with it and then go on to play the rest of the game as the chair (with rocket launchers).
They've all got a lot of interesting environmental storytelling, but in absence of the human scripting have to work a lot harder for it. A lot of games, unfortunately, stop at the X+Y generation, without building in the synergies to make the different values of Y unique and expressive enough for the players to care.