People have different opinions on how successfulStarfieldis, but important lessons must be learned from it, especially for the future of theFallout 5.Starfieldgives 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 thatStarfieldintroduced. There are certain design choices that could really improveFallout 5if used wisely.
Starfieldshowed a way to improve game progression and player freedom that could set a strong foundation forFallout 5. Players shouldn’t ignore these advancements, as they mark real growth for Bethesda. By looking at what worked and what nearly worked inStarfield,developers can makeFallout 5something specialrather than just another typicalBethesda RPG made on an outdated engine.

They’re More Than Just Some Shacks Put Together
Fallout 5should take a page fromStarfieldwhen gathering resources in settlements, moving away from the focus on just basic needs seen inFallout 4. InFallout 4, settlements were mainly safe spots that needed resources for maintenance, defense, and simple crafting. ButStarfieldadds a new twist byallowing outposts to produce resourcesthat can be used in different places.
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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 strategicwould 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
Starfield’s combat system is a big improvement for Bethesda, especially when it comes to shooting and movement, and it’s better than any previousFalloutgame. Thegunplay 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 theFalloutgames lack.
This increased mobilitymakes it easier to position yourself strategicallyin battle and adds excitement to the action, making it much more engaging than the typical shootouts inFallout. However, the absence of VATS, the unique targeting system fromFallout, is felt. Adding a system like VATS fromFallout 5toStarfield’s combat would make it even better, thanks to the strategy this would add.

8Procedural Generation For Bigger Maps Is Good
Procedural generation can be a bit divisive, but it has a big advantage when creating large game worlds, like inStarfield. By using algorithms to create initial landscapes, developers canproduce a huge environment that would be incomprehensible to design manually. This approach could also be useful for future games, likeFallout 5, which would provide a diverse post-apocalyptic landscape with various biomes and landmarks while still including tailored areas for storytelling and side quests.
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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.

Good To Lose A Tired And Overused System
Starfieldhas 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 nowhave to solve a puzzle by rotating circular piecesto fit into slots. This approach challenges players to think critically and makes each lock feel like a distinct challenge instead of a repetitive task.
Breaking lockpicks probably needs to be removed as a feature, too.

Higher-level locks are more difficult, requiring players to manage more pieces, which makes a lot of sense. This new system is not justmore interesting than the old way of picking locks inFallout, but it also gives players a rewarding feeling when they figure it out. This could be a great idea forFallout 5to 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
Starfieldhas 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 changeaffects 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. Theseimprovements set a high standard for future Bethesda games, particularlyFallout 5becauseFallout 4did give some customization, but it felt simple in comparison.
5Persuading As A Minigame Is More Fun Than A Dice Roll
Passive Is Rarely More Fun Than Active
Persuasion inFalloutoften feels passive, like just rolling the dice based on character stats instead of using player skill. Thesystem relies heavily on Charisma checks, which means players just raise their stats and succeed without much effort, making it feel formulaic and unchallenging.Starfieldtries something different by adding amore interactive persuasion minigame. While it’s not perfect, it’s a big improvement.
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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, sincesuccess hinges on understanding the charactersrather than just a numbers game. It needs improvement inFallout 5, but letting players strategize and adapt gives them more agency in the game.
4Romance And Marriage Is Done Better In Starfield
Starfieldimproves on romance and marriage compared toFallout 4, although there’s still room for improvement. InFallout 4,relationships feel more like brief hookups and checklist tasksrather than real connections. InStarfield, however, players can develop deeper relationships through regular interactions and shared experiences, which can even lead to marriage.
Starfieldhas 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 characters.Fallout 5could benefit by expanding on this system to create more meaningful connections between characters beyond just gameplay advantages. Right now, it’s still really stale.
3Multiple Ways To Store Armor And Weapons In Outposts
It’s Like An Armory, But Better
InStarfield, how players store items like weapons and armor is a big improvement overFallout 4and shows a wayFallout 5could get better. While Fallout 4 had basic storage options,Starfieldaddedspecial 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.
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Instead of just throwing gear into random containers,Starfieldlets 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 alsogives players a cooler way to manage their resources.Fallout 5could 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
Starfield’s outpost system is a better way to build settlements thanFallout 4.Falloutshould seem thrown together from a destroyed world, but there should be a sense of progress somewhere.Starfieldlets players start entireproduction 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, whichgives a clear sense of progress and independencethatFallout 4lacked.
Fallout’ssettlements felt like temporary fixes, whileStarfield’soutposts 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 5could also benefit fromletting players create lasting, functional settlementsthat help build a new world. This improvement inStarfield’sdesign allows for real economic development through production lines.
1Respawning Enemies In Hideouts Should Be In Fallout Already
This Should Be A Recurring Gameplay Element
The way enemies respawn at outposts inStarfieldmakes a strong case for bringing this feature intoFallout 5. UnlikeFallout 4, where cleared areas stay empty,Starfieldkeeps things fresh byconstantly 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 toFallout 5would 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 inFallout 5would make the wasteland feel more challenging while easing the grind of searching for new enemies.