Starfield, a game mainly about space travel/exploration, couldn’t convince a chunk of its players to leave the surface of the tutorial planet.

Starfield has been out for long enough now that anyone interested in playing it likely already has. But just how many of the game’s millions of players stopped playing before finishing the first mission?

Well, according to achievement stats from TrueAchievements, around 25%! The For All, Into the Starfield achievement is awarded the first time you go to space, which happens maybe 30 minutes into the game. After a brief tutorial and some combat, you meet one of the game’s major NPCs, and he gives you his ship.

As soon as you leave the surface of the planet and take to space, the achievement should unlock. According to the numbers, however, 75% of players did that, which seems a little low considering how early into the game that happens, and how practically unavoidable the achievement is.

  • Crismus@lemmy.world
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    1 year ago

    There’s some zero G combat areas you can come across. Like other Bethesda games, the main quest isn’t where you have the best interactions.

    Level up the ship building skills and turrets will kill in space battles sometimes too fast. I rarely get the chance to board and steal the ships unless I scale back and turn off weapons.

    If you want to stay in the game, you can target planets and moons from the cockpit to travel without opening up the Star map. Only scanning has to bring up the map. Random space encounters can be more enjoyable than some of the Fallout 4 ones.

    Just be careful not to kill the nice granny

    • bitsplease@lemmy.ml
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      1 year ago

      the main quest isn’t where you have the best interactions.

      No worries there, I’ve been focusing on faction quests and stuff like that for the most part, only occasionally dipping into the main quest for a few missions. One thing I feel like Bethesda did well with the writing of Starfield is that they finally made the main quest not world-saving urgent (at least not from the get-go). In practically every other bethesda game I can think of, the player starts off pretty much right from the start with a “Hurry! We need to do [Quest] before [Bad Thing] happens!”, which inevitably kills the immersion a bit when you go fuck around for a solid month just exploring and doing side-quests. But in Starfield it makes perfect sense that you’re not necessarily out there every single day chasing down artifacts, at the beginning of the game, they’re just a curiosity