Starfield design lead says players are "disconnected" from how games are actually made: "Don't fool yourself into thinking you know why it is the way it is"
"I can guess what it takes to make a Hostess Twinkie, but I don't work in the factory"
apparently this is in response to a few threads on Reddit flaming Starfield—in general, it's been rather interesting to see Bethesda take what i can only describe as a "try to debate Starfield to popularity" approach with the game's skeptics in the past month or two. not entirely sure it's a winning strategy, personally.
I have mixed feelings here, because on one hand, I actually do see where this guy is coming from. I'm a game design student on a degree course structured around live client briefs and projects for contests (ie, the stuff we make has to work for people outside the university, not just ourselves), and as design lead for the first project of the course, I was fighting with a member of my own team about design decisions throughout the entire project. Dude with zero capacity for empathy spent a considerable amount of energy arguing about how it was a waste of time developing the relationship between the characters in what was explicitly supposed to be a character-driven story. The words "character-driven" were literally in the brief, and right up until the last day he was insisting it was a waste of time focusing on the characters. So I really, really feel the Starfield design lead's frustration on the "stop arguing about shit you know nothing about" front.
On the other hand, I don't feel it's very professional to air this frustration in public. If people don't like Starfield, then they don't like it, and the design lead complaining about it on social media isn't going to change that, nor does it paint Bethesda in a good light. It just makes him look a bit petty, I guess?
I guess it all comes down to whether the product meets expectations. Players are disappointed in Starfield, and even if they don't know why design decisions were made, it doesn't change the fact that the game hasn't achieved what it was meant to achieve. People that spent a lot of money buying it have a right to feel annoyed, and being told "I'm right, you're wrong" by the design lead isn't helpful. And if the project does meet expectations, and it's only a few assholes complaining, then nobody needs to say "I'm right, you're wrong" because the end results speak for themselves. If Starfield had been a massive, widely-loved success, a few armchair devs saying "you should have done X, Y and Z instead" wouldn't be taken seriously.
Just because I don't know how a turd sandwich was made and because I don't know all that went into making the turd sandwich doesn't make the turd sandwich taste any better.
He could have worked his ass off to make the turd sandwich, but it doesn't mean we can't criticize it and have to like it.
I haven't played this game and I'm not really apprised of what the players' dissatisfactions are, as I've not been paying attention to it.
But as a working game dev, he is 100% right about that. One thing that seems... unique to gamers as hobbyists is how confident they are in their opinions and assumptions about the how and the why. It's pretty frustrating. Everyone is entitled to their opinion about the outcome. But 97% of the rest of what gamers have to say beyond that is toilet paper.
I haven't played it yet either (waiting for the price to come down, and I'm largely withholding judgement until I've played it myself), but my understanding is essentially it's not a bad game, and if it had been launched 10 years ago, or from a much smaller studio, it wouldn't have attracted so much criticism. But it's using what is now a very old engine (and a notoriously buggy one, which I can confirm from having played other games with the same engine) which limited its potential. My feeling is it was a difficult decision either way: do you keep using the engine that the dev team has spent the last decade learning inside and out, or do you switch to something newer with more capabilities but then have the enormous challenge of retraining everyone? I don't envy that choice.
I'm expecting to enjoy Starfield but not be wowed by it. But that's fine, because I'm fine with playing games where I go "I enjoyed that" rather than "this changed my life", and it's also pretty rare for me to really dislike a game.
But... yeah, definitely sticking with my thinking that I totally understand the guy's frustration with the way gamers so often think they know more than they do, but I don't think his public response is very professional.
I waited until it dipped below $50 recently to pick it up. I knew it was not being reviewed well and a couple of my friends were happy with it.
It is a pretty game, but it is not a good game by any reasonable measurement. The story does not pull you in. The main characters are not engaging. The big city you visit feels like its full of paper dolls wearing one of 5 sets of clothing moving around in ways that makes zero sense.
What really drove me crazy was that they pair you up with a bot that walks around with you but it gets in the way all the time. Its walking on top of you most of the time.
The biggest beef I have is that I have played all of the Bethesda games since Morrowind, I even beat that game. I don't care that Oblivion is silly and full of dumb. Its one of my favorite games because of the story development and the characters and the expansive world that is full of life. The people moving in the towns feel like they are going somewhere. The towns feel like they are put together with meaning. Skyrim is a high water mark in video gaming. We don't even need to get into that.
Starfield falls flat many times. The enemy AI is stupid as anything I have ever experienced.
Its not a BAD game, its just not a good game. The graphics arn't even very special.
Consumers don't need to know how the sausage is made, but they sure as fuck know if it tastes good. Ignoring criticism because consumers don't know how the sausage machine broke is how you get endless news articles pointing and laughing at Bethesda.
The customer is always right goes beyond the literal words. Perchance it's a lesson that needs relearned.
The difference here is you were having arguments with someone during development. It's easy to look at a successful final product and say "that guy had no clue what he was talking about about!"
Bethesda is saying the same thing about their fans, but for a final product that's not very good. It's one thing to dismiss criticism during your process, but to dismiss criticism after you present your results is basically saying you are never open to it.
Yeah, I agree with you there. Sorry if the point wasn't clear in my post. Like, I do legitimately understand where his frustration is coming from, because I don't doubt for a minute that he and the rest of the team worked their asses off, and unfortunately there is a tendency for people who know nothing about game dev to think they're experts in it (you know, the way there is for every subject.) But just because his emotional reaction to the criticism of Starfield is valid, the way he's behaving is not okay.
And honestly, on our course we've had the "you've got to have a thick skin in this industry, because you will spend ages making something that your boss or the fans will tell you they don't like, and you've just got to deal with it and fix it" talk three times already. Criticism is tough to hear, but unless what you did was so shit that it got you fired, you take the criticism and you do better next time. Seems like Emil Pagliarulo might have skipped those lessons?
I'm a creative and a designer myself. My philosophy is that at the end of the day the products should be judged by its result. It's unfortunate because consumers often do not truly appreciate the amount of blood and trouble that goes into works when creatives feel they deserve a break sometimes. Again, at the end of the day, providing explanations why the game is shit is not going to make the game less shit.