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alessandro@lemmy.ca to PC Gaming@lemmy.ca · 1 year ago

Starfield's lead quest designer had 'absolutely no time' and had to hit the 'panic button' so the game would have a satisfying final quest

www.pcgamer.com

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Starfield's lead quest designer had 'absolutely no time' and had to hit the 'panic button' so the game would have a satisfying final quest

www.pcgamer.com

alessandro@lemmy.ca to PC Gaming@lemmy.ca · 1 year ago
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"It became very clear that we were missing the large final location that was going to tie the story together," says former lead quest designer Will Shen.
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    1 year ago

    That wouldn’t surprise me at this point

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