Starfield remake created in two days actually lets you fly seamlessly from space to the surface
Starfield remake created in two days actually lets you fly seamlessly from space to the surface

Starfield remake created in two days actually lets you fly seamlessly from space to the surface

A Starfield remake, of sorts, has been created in 48 hours, incorporating seamless travel between planets, something missing from the actual Bethesda RPG.
"remake" is generous of the titling editor. That's a tech demo or a mechanic demo. Still good, though. The seamless transitions are nice.
Yeah - of course games are hard - but all he did was rough out a planet-to-space experience in Unreal Engine with a Starfield aesthetic. If he started trying to build an actual game on it... Well an 8 year timeline doesn't seem crazy.
And this whole conversation overlooks one of the major complaints a player would have of Bethesda did the same thing.
Entering an atmosphere changes the physics and those physics are different for all sorts of reasons on every planetary body for every ship. From gravity to atmospheric density the ship would fly differently on every one and that ignores the fact that ships are near enough to infinite in configuration in this game due to the builder.
If Bethesda did this, players would be complaining it wasn't realistic enough.
Not to mention it means solving for all the extra resources consumed by the content on the planet.
A loading screen lets you load different areas of the game discreetly and make the game performative. This is especially important as Starfield is a single player game, it's not hosted on a server or anything so it can't distribute resource load that way, its all happening client side on the player's system. They would have to simulate the entire world on their PC alone or develop a way to stream the content out dynamically and seamlessly.
This demo from the guy is fine up to a point, but once you start adding in real content it gets more complicated. Not impossible but it's not as simple as just copy-pasting some stuff into Unreal the way people are making it out to be.
There's a reason SF took 10 years, and it's not because the devs were lazy or incompetent or hadn't thought of something. I'm sure there were a lot of discussions about seamless flight.
This is basically what No Man's Sky did. When Bethesda took their crappy RPG engine and mocked up interplanetary travel using loading screens and then started writing quests and storylines, NMS focused on building a very good engine that allowed you to go from surface to air to space to interplanet / stellar while mostly ignoring the rest of gameplay and storytelling.
And not to be too hard on No Man's Sky given the resource differential, but ultimately all it is is one really rock solid system thats not quite a full game surrounded by a lot of hollow feeling stuff to kinda flesh it out on paper. Ultimately Starfield has way sharper hooks almost immediately simpy because while it has a relatively crappy engine and at time frustrating amounts of loading screens and limitations, they spent more time writing content and dialogue that makes the universe feel actually alive and rich, and polishing each individual system until it's fun.
I think The Outer Worlds is also worth comparing to as Obsidian is even farther down the same route as Bethesda imho, making a much smaller universe that feels even less free than Starfield but having even better writing and I would argue it's possibly the best game of the three though I have to withhold my judgement on Starfield until I atleast finish the main quests.