A former Starfield developer expressed surprise at the vast number of loading zones in the game, especially in the city of Neon. He notes that the number was significantly lower during early development.
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 .” 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”
STARFIELD LOADING ZONES Bethesda CREATION ENGINE DEVELOPMENT
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