An attempt to reiterate a prior point:
What are lessons you would like Larian to observe in the state of new RPGs coming out like Starfield?

The importance of seamlessness

Saying “Yes, and” to the player

Understanding that deep handcrafted content is better than shallow procedural generation

There are better ways to make your game feel up to date and visually realistic other than graphics, like animations, camera positioning, lighting, and environmental context

Deep companions need copious content and expression so they don’t feel like they’re saying the same things over and over

Unless the mini game is really fun in itself, don’t use mini games for skill checks

Sometimes exploration is the end in itself; don’t stop the player from doing it, and give them things to discover.


Remember the human (This is a forum for a video game):