Having recently appeared on the MinnMax podcast, former Bethesda designer Bruce Nesmith was asked about the decision for limited exploration. Although he initially suggested making just a few dozen, he says the studio used the logic that once you create a solar system, it's easy to replicate and create hundreds of them.
There was a lot of discussion about the scope of Starfield. At one point I said, "I bet this game would be a lot better if we restricted ourselves to about 20 solar systems." However, a very legitimate point has been made that once you make one solar system, making 100 of them isn't that much extra work.
You have to know how to create a planet, so that people can walk around it. You have to have various objects, shape lives to interact with, rocks, all of that. You have the ice worlds, the crater worlds. You have to have all this variety. Just by making our own solar system, all that variety, you've done 90% of the work for the rest [of the systems].
According to Bruce, the same was true for planets. Once Bethesda created the right formula on one planet, it was enough to apply the same process to hundreds of planets spread across all solar systems.
Todd basically pulled the number 100 for the number of solar systems out of thin air. All the major activities happen in these 20 solar systems and the rest is open space, but people love our huge games, they love this open area to explore. So let's give it to them.
So it came down to "How do we make exploration meaningful?" And again, you only have to succeed on one planet, once you get the formula right, you have the formula for all the planets.
Bruce says development comes down to choices. Instead of giving players complete freedom in space, she preferred to choose to focus on other parts, such as creating ships.
The designer states that they could have given some ready-made ships for players to acquire throughout the game, but they preferred to bring a complex creation system. Bruce says she was very happy with the excellent reception the creator had in the community, as it was one of the aspects she worked on before leaving the studio.
You have to make hard choices and I think some of the exploration elements didn't do as well as they could have because they decided to make other choices. And make no mistake, every studio on the planet knows the choices they are making. They know what players will complain about.Studios know 90% of the bugs that games are released with, they're just backed up against the wall. The same goes for game functions.