Starfield became one of the most ambitious projects Bethesda Game Studios had ever attempted, and former veteran designer Kurt Kuhlmann now believes that ambition was precisely the problem. The developer, whose career included work on Daggerfall, Skyrim, and several other Bethesda RPGs, argues that neither the studio’s technology nor the size of its team was truly equipped to deliver the enormous space RPG Todd Howard envisioned.
Starfield was never simply Bethesda’s established RPG formula transported to another setting. The studio had to create a long list of systems it had little or no previous institutional experience with, including spacecraft, space combat, procedurally generated planets, large planetary surfaces, and an entirely new science-fiction universe. Kurt Kuhlmann says this fundamentally separated the project from games such as Oblivion, Fallout 3, Skyrim, and Fallout 4. Those releases could build on a foundation established by their predecessors, whereas a substantial portion of Starfield required Bethesda to solve unfamiliar problems from scratch.
Speaking with FRVR, Kuhlmann explained that Starfield required Bethesda’s largest engine overhaul since the original Oblivion. That created a chain reaction throughout development because designers could not confidently build content around a system until the underlying technology actually worked. The later those fundamental components became stable, the less time remained to turn them into polished quests, locations, and gameplay. That would be challenging for any Bethesda RPG, but it became particularly significant for a project designed to create the illusion of an enormous explorable galaxy.
Starfield Simply Needed a Much Bigger Development Team
Kuhlmann believes the size of the team was another fundamental limitation. Bethesda had grown considerably compared with the studio that built its earlier Elder Scrolls titles, yet even the much larger Starfield workforce was not big enough to produce the amount of unique content demanded by Todd Howard’s vision. “Even with the size of the team that we had for Starfield, it wasn’t big enough to create the amount of content that the grand idea of the game really required,” Kuhlmann explained. “We needed way more.”
The procedural planets made that shortage particularly visible. Kuhlmann does not believe the basic concept of stitching together procedurally generated worlds was inherently flawed, but such a structure requires an enormous supply of handcrafted material if it is going to remain convincing. With too few unique locations, encounters, and points of interest in the pool, players eventually begin recognizing repeated pieces and the randomness becomes obvious. That criticism would later become one of the most common complaints surrounding Starfield: the galaxy was immense, but exploration could repeatedly lead to familiar structures and recognizable content templates.
Bethesda also lacked years of accumulated experience with vehicles and spacecraft systems. The studio did not have several earlier games teaching it how ship controls, space combat, planetary travel, and traditional RPG quest design should connect naturally. Kuhlmann has previously described how constantly changing systems created problems for quest designers, who sometimes had to guess how unfinished mechanics would eventually work. Missions could then require major revisions when those foundations changed, while designers could also become reluctant to build elaborate content around features that might be redesigned later.
Todd Howard Wanted More Than Just “Skyrim in Space”
The extraordinary scope of Starfield was not accidental. According to Kuhlmann, Todd Howard specifically wanted something more ambitious than a version of Skyrim placed on one planet with a small amount of space travel attached. His vision was a genuine large-scale space RPG in which players could travel across numerous worlds, construct ships, fight in space, explore distant environments, and still retain the freedom traditionally associated with Bethesda’s role-playing games.
Looking back, Kuhlmann now believes that vision exceeded what the studio was realistically positioned to accomplish. “That is an ambitious as hell vision, and I think, especially in retrospect, we shouldn’t have made it. We couldn’t really make it,” he said. He immediately gives the team credit for how much of the concept it nevertheless managed to deliver, so his argument is not that development was a complete failure. His criticism is that Bethesda pushed itself into disciplines that did not naturally play to the studio’s established strengths.
Space combat is one obvious example. Other studios have refined that kind of gameplay across multiple games and many years, while Bethesda was attempting to integrate its first major effort into an already enormous RPG. Kuhlmann believes the team achieved an impressive result considering the challenge, but space-focused design simply was not an area in which the studio possessed the same depth of expertise it had accumulated in traditional open-world role-playing. As he summarized it, the project was “not our forte” and was not leaning into what Bethesda historically did best.
Starfield‘s reception ultimately reflected that contradiction. It launched as one of Bethesda’s technically more polished large RPGs and contained systems and individual accomplishments Kuhlmann remains proud of, yet it never inspired the same broad affection associated with Skyrim or the studio’s most successful Fallout games. Many players criticized the fragmented nature of its universe, repeated exploration content, and the way some of its major systems felt disconnected from one another.
Kuhlmann’s conclusion is not necessarily that Bethesda should never have attempted science fiction or created a new IP. The larger lesson is that Starfield attempted to solve too many unfamiliar technical and design problems simultaneously while also demanding a staggering amount of handcrafted content to make its enormous universe work. Bethesda ultimately shipped one of the biggest games it had ever made, but in the assessment of one of its most experienced former designers, the studio had committed itself to a vision that its technology and workforce were never fully prepared to realize.
Source: 3DJuegos
![An ex-Bethesda Dev Says Including More than 1,000 Planets in Starfield Was a Bad Decision! [VIDEO]](https://thegeek.games/wp-content/uploads/2025/09/thegeek-starfield-nagy-1-300x365.png)



Leave a Reply