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That is a major issue with Starfield, but it also felt like Bethesda missed the improvements happening in other games in the last decade or so. Many games now are much more cinematic in their storytelling, often with full motion capture. A very recent comparison would be BG3, which is very cinematic despite being almost impossibly large.

In Starfield you have a mostly static view of your questgivers talking. Which was fine 10-20 years ago, doesn't feel as engaging today when many games do it much better.

It's also not only about this aspect, you can make engaging stories with old-school methods. But the writing could not save the aging presentation here, it appeared very bland and tired to me.

What absolutely didn't help was the persuasion minigame, where you essentially broke all pretense of having a story-based reason to bypass a certain check. Persuasion checks are very common in RPGs, I've never seen them done so terribly as in Starfield.

The environmental storytelling certainly was the highlight of previous Bethesda games. But the main and side stories often were engaging as well. In Starfield they felt aggressively bland and mediocre in a way I haven't really seen in other games.




They've always been terrible at animation. 10 or 20 years ago, their animations have always been the absolute worst by any contemporary standard (the art used to be too - see Battlespire for some terrible art - but they improved it). Maybe part of that was because of the engine, but I think they just never had the culture for it.

They clearly did try to improve their animations in Fallout 4 in 2013-2014, which is the timeframe the most development happened, so it's not like they're oblivious to their biggest shortcoming as a studio. So what they did in F76 and Starfield is just a regression.




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