Culture Todd Howard says that Starfield's ship AI sucks on purpose so players can actually hit stuff: 'You have to make the AI really stupid' - Not everyone can make the Kessel Run in less than twelve parsecs.

By Harvey Randall | Contributions from Dave Jones

43a175a56199270e1d94cc86686735b4c4039c5a.png
(Image credit: Bethesda)

Bethesda is known for making big, blockbuster RPGs—but Starfield's space combat was a totally new frontier for the team. I've personally found a decent bit of fun in zipping around and knocking pirates out of the sky, even if it's clearly not the game's main focus. I don't envy the devs saddled with the task of balancing dogfights in space.

Todd Howard agrees that it was a bit of a pain to get right, as he said in a recent interview with the Academy of Interactive Arts & Sciences. "[Space combat] was way harder than we thought … We see a lot of space games where you're gonna have like, derelict ships or other things to fly around, just to get a sense of motion, so the smallest thing like 'what does the dust in space look like?' so you feel like you're moving and it's not too much, not too little."

This kind of game development craft does tend to fly under the radar of gamers—often, good mechanical design isn't noticed at all, it just produces a good feel. It's true that even the smallest of adjustments can change how something feels entirely. In terms of the nuts and bolts of ship combat's mechanical design—namely, power management—Howard brought up a few inspirations.

"I like the way [FTL: Faster Than Light] does some things with power allocation, you can kind of see that in the game. I really like MechWarrior, the old ones that I played a lot—where the pace of combat is a little slower, and you're looking at systems and power allocations … that part worked out pretty well."

For Bethesda, the snags started happening when it came to designing enemy AI: "It's very easy … to make the enemies really really smart, forever we were just jousting [with them]. It turns out you have to make the AI really stupid. You have to have them fly, then they need to turn, basically like 'hey player, why don't you just shoot me for a while?' … [once we'd] settled on our pace, and how the enemies are gonna move, that's where it came together."

Honestly, I'm embarrassed to admit it, but I was having some trouble keeping enemies in my crosshairs before I pumped some points into the targeting control systems skill. And that's with an AI that dangles their blastable hulls in front of you like a deer caught in headlights. I love a good FPS, but if you put me behind the wheel of a ship I'm likely to run into the first solid thing I see. Like a chunky metal moth to the sun.

Still, it's interesting to see the kinds of compromises dev teams have to make, especially when designing something completely out of their comfort zone. Given I quicksave before every skirmish (just in case I botch my energy management) I'm personally glad the game's pilots were built stupid on purpose.

Source
Archive
 
Last edited:
so the game being presented as fallout but with spacefight has dogshit spacefight? good thing ive ignored the fallout games since new vegas.
 
  • Feels
Reactions: Moths
Bethesda deliberately cripples a game to make the gamers happy?

Sure, it has nothing at all to do with the fact that every single game bethesda ever made had a shit engine and no one could fix it.
Look at the fallout series for exmple, the engine is beyond shit to the point that the combat was literally unplayable. So they created VATS and pushed this as a "great new feature" anot the actual truth which was "our engine is fucked and no one here has the skills to fix it, so we added this stop-motion bullshit as a workaround."

Bethesda in a nutshell. Broken fucken fundamentals in their engine and no one that has the skills to fix it, so they "dumb down the AI because ..." How about you actually hire real engineers and not troon-chasers?
 
Look at the fallout series for exmple, the engine is beyond shit to the point that the combat was literally unplayable. So they created VATS and pushed this as a "great new feature" anot the actual truth which was "our engine is fucked and no one here has the skills to fix it, so we added this stop-motion bullshit as a workaround."
The original fallout games were turn based, VATS is a throwback to that. Both elder scrolls and fallout games use gamebryo/creation engine but only fallout ones have vats.
 
I'm still waiting for FPS games to bring back proper squad based AI. Games like the OG Stalker could be brutal when the AI cornered your ass under covering fire. Good luck getting "gamers" to play against thoughtfully constructed AI again.
Keep in mind that they had to nerf the AI for STALKER SoC multiple times because the AI's squad-based tactics were so good it was basically as difficult to take on 4 guys in the game as it was in real life. That's why they don't throw grenades for example.
 
  • Agree
Reactions: Ebonic Tutor
Keep in mind that they had to nerf the AI for STALKER SoC multiple times because the AI's squad-based tactics were so good it was basically as difficult to take on 4 guys in the game as it was in real life. That's why they don't throw grenades for example.
I remember reading that. Also, they had to make the AI in Deus Ex stupider to keep them from sniping the player every time he came around a corner.
 
  • Like
Reactions: Big Brown Schlub
I remember reading that. Also, they had to make the AI in Deus Ex stupider to keep them from sniping the player every time he came around a corner.
On the other hand you have Republic Commando, where your AI teammates are actually competent and as long as the situation isn't FUBAR can actually live long enough on their own to revive you if you're downed.
 
Keep in mind that they had to nerf the AI for STALKER SoC multiple times because the AI's squad-based tactics were so good it was basically as difficult to take on 4 guys in the game as it was in real life. That's why they don't throw grenades for example.
I was in the Beta and can confirm this. If you were up against 3+ enemies with decent gear, you were done on anything but the easiest difficulties. Some mods can restore that insanity.

They'd pin you down and flush you out with a grenade like clockwork. Now they just pin you down and flank you.
I remember reading that. Also, they had to make the AI in Deus Ex stupider to keep them from sniping the player every time he came around a corner.
That one was more of the AI being straight-up over-tuned. They had near-omnipotent perception, so they'd hear you coming, super reactions to immediately open fire, and pinpoint accuracy to ensure headshots.

Now they're only like that on maxed-out difficulty and they still have their awareness brought down to realistic levels.
On the other hand you have Republic Commando, where your AI teammates are actually competent and as long as the situation isn't FUBAR can actually live long enough on their own to revive you if you're downed.
Rumor has it that Republic Commando AI was what Valve based their Left4Dead Teammate AI on. You'd be surprised what they can do.
 
  • Like
Reactions: Big Brown Schlub
Rumor has it that Republic Commando AI was what Valve based their Left4Dead Teammate AI on. You'd be surprised what they can do.
In RC or L4D? Because I've played a fair bit of RC and they're very good, even if they do need to be hand-held regarding special weapons and grenades.
 
Remember kiwi wankers, IT JUST WORKS, Todd says so.
Though it doesn't mean it actually does and just there as a waste of your drive' space. :story:
 
In RC or L4D? Because I've played a fair bit of RC and they're very good, even if they do need to be hand-held regarding special weapons and grenades.
Both. They can both do some absolutely insane rescues against long odds and can generally follow well without getting in the way.
 
  • Informative
Reactions: Snekposter
Back