10 Big Lessons Fallout 5 Must Learn From Starfield’s Success

Fallout 5 character in power armour with the Starfield keyart

People have different opinions on how successful Starfield is, but important lessons must be learned from it, especially for the future of the Fallout 5Starfield gives us a chance to look closely at what Bethesda does well and where it struggles in creating large RPGs. While it’s easy to point out the flaws, like long loading screens and repetitive elements from procedural generation, it’s important to also recognize the real innovations that Starfield introduced. There are certain design choices that could really improve Fallout 5 if used wisely.

Starfield showed a way to improve game progression and player freedom that could set a strong foundation for Fallout 5. Players shouldn’t ignore these advancements, as they mark real growth for Bethesda. By looking at what worked and what nearly worked in Starfielddevelopers can make Fallout 5 something special rather than just another typical Bethesda RPG made on an outdated engine.

10Resource Gathering In Bases Instead of Just Living There

They’re More Than Just Some Shacks Put Together

The fallout vault boy with scenes from Fallout 4. Fallen trees shows the route onto the roof in Fallout 4. Blue Sanctuary Hills house east of player home in Fallout 4. The fallout vault boy with scenes from Fallout 4. Fallen trees shows the route onto the roof in Fallout 4. Blue Sanctuary Hills house east of player home in Fallout 4.

Fallout 5 should take a page from Starfield when gathering resources in settlements, moving away from the focus on just basic needs seen in Fallout 4. In Fallout 4, settlements were mainly safe spots that needed resources for maintenance, defense, and simple crafting. But Starfield adds a new twist by allowing outposts to produce resources that can be used in different places.

This approach makes more sense when trying to create a lasting settlement. It needs a reason to keep growing, and the NCR has already proved that lasting settlements can exist. So, settlements becoming more purposeful and strategic would also add a new layer of progression. Plus, the ability to gather specific resources would make choosing settlement locations more important, since different areas would offer different materials.

9Shooting And Movement In Starfield Is Better Than Any Fallout Game

It’s A Real Improvement From Past Games

Starlight Drive In water giving off high radiation in Fallout 4. Pip-Boy flashlight with altered brighter color in Fallout 4. A screenshot of Vault 75 in Fallout 4. Starlight Drive In water giving off high radiation in Fallout 4. Pip-Boy flashlight with altered brighter color in Fallout 4. A screenshot of Vault 75 in Fallout 4.

Starfield‘s combat system is a big improvement for Bethesda, especially when it comes to shooting and movement, and it’s better than any previous Fallout game. The gunplay feels smoother and more responsive, a nice change from the clunky mechanics seen in earlier titles. The addition of a jetpack skill lets players move in new ways during combat, allowing for more fluid moves and giving them an advantage in fights—something the Fallout games lack.

This increased mobility makes it easier to position yourself strategically in battle and adds excitement to the action, making it much more engaging than the typical shootouts in Fallout. However, the absence of VATS, the unique targeting system from Fallout, is felt. Adding a system like VATS from Fallout 5 to Starfield‘s combat would make it even better, thanks to the strategy this would add.

Procedural Generation For Bigger Maps Is Good

It’s Not All Bad, & It’s Pretty Useful

Vault 63 in promotional art for Fallout 76's Skyline Valley The new addition to Fallout 76's map from Skyline Valley The map for Fallout: New Vegas - Nova Arizona Vault 63 in promotional art for Fallout 76's Skyline Valley The new addition to Fallout 76's map from Skyline Valley The map for Fallout: New Vegas - Nova Arizona

Procedural generation can be a bit divisive, but it has a big advantage when creating large game worlds, like in Starfield. By using algorithms to create initial landscapes, developers can produce a huge environment that would be incomprehensible to design manually. This approach could also be useful for future games, like Fallout 5, which would provide a diverse post-apocalyptic landscape with various biomes and landmarks while still including tailored areas for storytelling and side quests.

The procedurally generated content isn’t the final product. Developers can take the basic landscapes created by the algorithms and then add in specific locations by hand. This way, while the overall world is big and generated, important places like cities and quest hubs feel more carefully crafted. This method offers the best of both worlds, giving players large areas to explore along with specially designed spots to discover.

7Lockpicking As A Puzzle Instead of The Default Is More Fun

Good To Lose A Tired And Overused System

Starfield Digipick Lockpick Minigame Easy Digipick (Lockpick) mod in Starfield. Lockpicking mini game within Fallout 4 with bobby pins and screwdriver Starfield Digipick Lockpick Minigame Easy Digipick (Lockpick) mod in Starfield. Lockpicking mini game within Fallout 4 with bobby pins and screwdriver

Starfield has a unique lockpicking system that stands out from the typical lockpicking minigames found in many RPGs, including Bethesda’s previous game, Fallout 4. Instead of just picking locks with a simple method, players now have to solve a puzzle by rotating circular pieces to fit into slots. This approach challenges players to think critically and makes each lock feel like a distinct challenge instead of a repetitive task.

Higher-level locks are more difficult, requiring players to manage more pieces, which makes a lot of sense. This new system is not just more interesting than the old way of picking locks in Fallout, but it also gives players a rewarding feeling when they figure it out. This could be a great idea for Fallout 5 to adopt a similar, more interesting lockpicking method instead of the old, tedious one.

6Starfield Has Great Textures and Meshes for Weapons

Bethesda Worked To Make Weapons Look Good

Starfield Tesla's Professional Magshear Modified Legendary Weapon Starfield Two Legendary Weapons that can be Spawned for Modifications Using Specific ID's A man holding an enormous machine gun in Fallout 4 Starfield Tesla's Professional Magshear Modified Legendary Weapon Starfield Two Legendary Weapons that can be Spawned for Modifications Using Specific ID's A man holding an enormous machine gun in Fallout 4

Starfield has made big improvements in how players can customize weapons compared to previous games. It features a detailed and user-friendly system that lets players modify their guns to match their style of play. Each change affects the weapon’s performance and its look, thanks to well-designed textures and shapes.

The textures make modifications feel real, while the designs ensure that new parts fit perfectly with the gun’s base. This means players can create some really wild and futuristic weapons. These improvements set a high standard for future Bethesda games, particularly Fallout 5 because Fallout 4 did give some customization, but it felt simple in comparison.

Persuading As A Minigame Is More Fun Than A Dice Roll

Passive Is Rarely More Fun Than Active

Fallout 4 dialogue wheel in a conversation with the robot Codsworth. Dialogue options when speaking with Lucas Simms in Fallout 3. Porter Gage, a raider with a metal eyepatch, in a dialogue scene from Fallout 4. His captions read, Ha ha. Nah, boss. I don't have sympathy for them. Fallout 4 dialogue wheel in a conversation with the robot Codsworth. Dialogue options when speaking with Lucas Simms in Fallout 3. Porter Gage, a raider with a metal eyepatch, in a dialogue scene from Fallout 4. His captions read, Ha ha. Nah, boss. I don't have sympathy for them.

Persuasion in Fallout often feels passive, like just rolling the dice based on character stats instead of using player skill. The system relies heavily on Charisma checks, which means players just raise their stats and succeed without much effort, making it feel formulaic and unchallenging. Starfield tries something different by adding a more interactive persuasion minigame. While it’s not perfect, it’s a big improvement.

Instead of just rolling dice, players interact through a series of dialogue choices, considering the NPC’s personality and picking responses that fit their character’s motivations. This makes the experience more dynamic and rewarding, since success hinges on understanding the characters rather than just a numbers game. It needs improvement in Fallout 5, but letting players strategize and adapt gives them more agency in the game.

4Romance And Marriage Is Done Better In Starfield

Bethesda Is Bad At Romance, But Getting Better

Fallout 4 Piper Wright Romance Option Fallout 4 Romance Options Fallout 4 Romance Options Fallout 4 Piper Wright Romance Option Fallout 4 Romance Options Fallout 4 Romance Options

Starfield improves on romance and marriage compared to Fallout 4, although there’s still room for improvement. In Fallout 4relationships feel more like brief hookups and checklist tasks rather than real connections. In Starfield, however, players can develop deeper relationships through regular interactions and shared experiences, which can even lead to marriage.

Starfield has unique missions and conversations with companions that allow players to really get to know the characters they’re developing relationships with, making the connections feel more rewarding. Instead of just aiming for perks, players are building meaningful bonds with more complex charactersFallout 5 could benefit by expanding on this system to create more meaningful connections between characters beyond just gameplay advantages. Right now, it’s still really stale.

Multiple Ways To Store Armor And Weapons In Outposts

It’s Like An Armory, But Better

A male and female character from Fallout 4 holding weapons while exiting a vault. Two Pack gang members wearing colorful face paint and clothes with their weapons ready in Fallout 4 DLC Nuka-World Characters with weapons from Fallout 76 A male and female character from Fallout 4 holding weapons while exiting a vault. Two Pack gang members wearing colorful face paint and clothes with their weapons ready in Fallout 4 DLC Nuka-World Characters with weapons from Fallout 76

In Starfield, how players store items like weapons and armor is a big improvement over Fallout 4 and shows a way Fallout 5 could get better. While Fallout 4 had basic storage options, Starfield added special armories and weapon cases, making organizing gear more realistic and satisfying. Players can showcase their collections in a functional and visually appealing way, which adds to the immersive experience.

Instead of just throwing gear into random containers, Starfield lets players display and take care of their equipment in designated spaces. This detailed storage system makes players’ personal spaces feel more lived-in and unique. It also gives players a cooler way to manage their resourcesFallout 5 could benefit from using a similar system, which would make the base building feel more natural and meaningful.

2Production And Assembly Lines In Outposts Make More Sense For Settlements

Think About The Future, Not Just Tomorrow

An extractor and an Outpost beacon in Starfield VASCO the robot from Starfield in front of an outpost A Starfield player standing on top of a hill, looking down at an outpost that also includes a purple ship An extractor and an Outpost beacon in Starfield VASCO the robot from Starfield in front of an outpost A Starfield player standing on top of a hill, looking down at an outpost that also includes a purple ship

Starfield‘s outpost system is a better way to build settlements than Fallout 4Fallout should seem thrown together from a destroyed world, but there should be a sense of progress somewhere. Starfield lets players start entire production lines and outposts on different planets, which makes it feel like the future will bring civilization again. This isn’t just about generating resources but about making towns self-sufficient. They take raw materials, refine them, and turn them into finished products, which gives a clear sense of progress and independence that Fallout 4 lacked.

Fallout’s settlements felt like temporary fixes, while Starfield’s outposts felt like the start of a more permanent future. The shift from makeshift shelters to structured industrial complexes makes settlement building more logical for establishing a stable society. Fallout 5 could also benefit from letting players create lasting, functional settlements that help build a new world. This improvement in Starfield’s design allows for real economic development through production lines.

Respawning Enemies In Hideouts Should Be In Fallout Already

This Should Be A Recurring Gameplay Element

Putrid Glowing One and Nukatron in Fallout 4 with Vault Boy holding a gun. Fighting off Syndicate enemies in Fallout London Player shooting enemies from a distance with Gauss Minigun in Fallout 76. Putrid Glowing One and Nukatron in Fallout 4 with Vault Boy holding a gun. Fighting off Syndicate enemies in Fallout London Player shooting enemies from a distance with Gauss Minigun in Fallout 76.

The way enemies respawn at outposts in Starfield makes a strong case for bringing this feature into Fallout 5. Unlike Fallout 4, where cleared areas stay empty, Starfield keeps things fresh by constantly bringing back enemies. This makes sense because hideouts are perfect for different enemies to go into and make their own.

This system creates an ongoing sense of danger and purpose, encouraging players to return to locations to gather resources, engage in combat, or just enjoy the excitement of battling enemies. Adding respawning enemies to Fallout 5 would make the world feel lived in. It would also reduce the need to constantly find new locations to fight in since players could revisit old spots for action. Adding this feature in Fallout 5 would make the wasteland feel more challenging while easing the grind of searching for new enemies.

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