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

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(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.

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Star fox 64 has better space dog fighting and AI than Starfield.

Still make Todd Howard less of a faggot than Act Man and Reviewtechusa sucking off Starfield because it has Pronouns.
Hell, Ace Combat Series 5 back in 2004 with janky graphics and infinite missiles probably did dog fighting better too.


Come on Todd, you can be honest with us. It wasn't on purpose. You just didn't hire anyone who knew how to do it and instead tried to get your existing program monkeys and some Microsoft pajeets to make "it just work".
 
The real reason is that if it had even a small amount of difficulty nobody would be able to test it properly because everyone in the gaming industry is a massive retard. People with the IQ of DarkSydePhil are the ones testing games, hell I'd wager that DSP's IQ is a few points higher than your average QA fuckup.
 
Todd Howard had characters speaking dialog from the dead.



The real reason they have to brain-dead the AI in these games is because the controls are crisp as mud.
Modern games suck at things like depth perception, consistent attack and defense "connection", telegraphing, and input lag.

Playing a souls game and even Armored Core 6 feels like driving a vintage 1970's boat-car.

Older games were much better at this despite the lack of GPU power.
This was an art that was lost with "diversity hiring"

The original halo series was pretty good for a shooter. It helps for depth perception that the enemies, whether PC or NPC, were vaguely humanoid.
Mech or space ship combat doesn't benefit from this.
I'm pretty sure older games added a slight fish-eye to the rendering to fix this, and that's what's missing from modern games.

I find it interesting that Bungie lost the capacity to do crisp shooting feedback as their destiny franchise wore on.
Diversity Hires AHOY!

The last action hack & slash that had crisp controls was Tera.

TL;DR - Controls and game design suck so bad they have to dumb down the AI so you have breathing room to fight them.
 
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If all of the space battles weren't 3/4 on 1 then you could have smarter AI.

I mean the fights are easy as fuck but the odds are always stacked against you.
The enemy ship AI in Starfield is deliberately gimped, but in a weird way. It's kind of similar to how the Marines in Half-Life 1 had "attack slots" where only one or two of them could be shooting at you at any given moment, while the others are forced to run around and find cover. Enemy ships in Starfield do the same thing, but only if your ship is on-par with theirs. If you're flying an objectively weak ship, they all confidently gang up on you and take you out, but if you're flying an equal or better ship, some of them fly around and do nothing. Basically, when you have a more powerful ship, the AI acts more retarded to make your ship feel proportionately more powerful, even if it's only numerically slightly better.
 
If all of the space battles weren't 3/4 on 1 then you could have smarter AI.

I mean the fights are easy as fuck but the odds are always stacked against you.
Even the FPS aspect of the game has dogshit AI. I decided to try a stabby run through and I shit you not the AI does not know what to do if you charge them with a knife. They hit you once or twice but if you strafe the AI just cannot hit you consistently even when you are outnumbered.

Running around stabbing people in space suits in the face with a filet knife is kind of hilarious.

I really think Starfield was an ambitious attempt by Bethesda and I give them credit for trying. They go for a lot and almost gets things right but nothing feels polished. Thankfully Bethesda is cool about the mod scene so in a few months it might be really good!
 
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I mean the fights are easy as fuck but the odds are always stacked against you.
I know this particular game is abnormal, but didn't you just describe basically every video game ever?
You play as a borderline immortal badass taking on scores of retards with shit aim and glass bones.
 
I really think Starfield was an ambitious attempt by Bethesda
They literally reused fallout assets and maps.
It was about as ambitious as a has-been hair rocker meandering drunk into the john and coming back out with a lyric sheet smeared with his own shit.
 
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They literally reused fallout assets and maps.
It was about as ambitious as a has-been hair rocker meandering drunk into the john and coming back out with a lyric sheet smeared with his own shit.
They have been using the same engine for twenty years. There is a reason that I qualified it as an ambitious attempt by them not ambitious in general.
 
Developers have to make the games so regarded lowest common denominator gamers like DSP can get through them.

They have to make games retarded because they themselves are incapable of producing games with controls and visual feedback crisp enough for skill to matter.
An ancient oldsmobile sedan has more responsive controls than Elden Ring, and "skill" in that game is basically glitching the ever-present combat jank.
 
If all of the space battles weren't 3/4 on 1 then you could have smarter AI.

I mean the fights are easy as fuck but the odds are always stacked against you.
You ever tried playing Total War Warhammer on Max difficulty you basically have to turtle or use extremely cheap tactics in order to actually win the game or just play the wood elves who benefit from being a war with absolutely everyone.
It's weird the game with the best AI is Smash Bros cuz when you turn up the difficulty the AI just gets better.
 
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