Todd Howard says Starfield's planetary survival systems were originally 'very punitive' but 'we just nerfed the hell out of it'

Astronaut standing on planet with spaceship in background
(Image credit: Bethesda)

I've walked on nearly 200 different planets in Starfield in environments ranging from frozen tundra to baking infernos to toxic atmospheres. And in all that time I've only suffered one affliction that I felt a need to rush to a doctor to fix: I contracted a lung condition that eventually got so bad it made sprinting consume my oxygen supply in a matter of seconds, and I didn't have the meds to cure it myself.

Just getting a single severe illness from all of those alien planets is a little weird, and it's surprising how tame the environments on alien planets in Starfield really are—especially when you get regular warnings for hazardous weather, extreme heat and cold, and radiation. Turns out what we're playing with in Starfield are the remnants of a more complex and challenging planetary survival system that Bethesda heavily scaled back before the game launched.

"The way the environmental damage works in the game on planets and on your suit, you have resistances to certain types of atmosphere effects, whether that's radiation or thermal, etc," Todd Howard said during an interview on the AIAS Game Maker's Notebook Podcast. "And that was a pretty complex system, actually. It was very punitive, where you get these afflictions."

Apparently, this planetary survival system didn't go over that well during testing, and Bethesda decided to tone down the difficulty so much that it's basically a system you don't even have to think about.

"We hit a point where we're [fine] tuning it, and you're having to heal those [afflictions]," Howard said. "And what we did at the end of the day, it was a complicated system for players to understand, we just nerfed the hell out of it."

According to Howard, the affliction system is more about "flavor" now. "The affliction you get is more annoying knowing you have it," he said, rather than it being an effect that makes the game more difficult to play.

Christopher Livingston
Senior Editor

Chris started playing PC games in the 1980s, started writing about them in the early 2000s, and (finally) started getting paid to write about them in the late 2000s. Following a few years as a regular freelancer, PC Gamer hired him in 2014, probably so he'd stop emailing them asking for more work. Chris has a love-hate relationship with survival games and an unhealthy fascination with the inner lives of NPCs. He's also a fan of offbeat simulation games, mods, and ignoring storylines in RPGs so he can make up his own.