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  1. Games
  2. RPGs
  3. Starfield

Starfield was a "bat**** crazy idea" for a studio that's "never made a space sim," Bethesda lead admits, but "an ambitious project is what we aim for"

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By Iain Harris Contributions by Andrew Brown
Published 24 December 2025

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Starfield Shattered Space trailer screenshot showing an alien planet with deep red skies and blue crystal-like rocky formations surrounding a glowing man
(Image credit: Bethesda Game Studios)
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Starfield design director Emil Pagliarulo says making the space RPG was a "bat**** crazy idea" considering that Bethesda had "never made a space sim," and that's precisely why the developers had to do it.

As part of a chat with GamesRadar+ about the legacy of Fallout 4, we talk about how ambitious Bethesda's plans for the RPG were – even by today's standards. For Pagliarulo, those big swings are exactly what Bethesda is all about.

"An ambitious project is what we aim for," Pagliarulo explains. "In a lot of ways, Starfield is a bat**** crazy idea for a studio that's like, 'we've never made a space sim, let's do that.'"

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Using Fallout 4 to illustrate Bethesda's approach to creation, Pagliarulo says the developers don't think about what the industry landscape might look like in 10 years, or how the game might be received, or how many people might end up playing what you're making. "When you think, 'oh my god, literally millions of people are going to play this' – it becomes paralyzing," he says. As such, the best thing you can do is "go into your creative headspace" and "just try to make the most fun game you can."

Pagliarulo also praises how iterative the developers at Bethesda are, saying that over the years, everyone has gotten much better at putting content into a game as soon as possible so the rest can gather around, play it, and be fearless about what comes next.

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  • The player-character in Starfield looks upon a snowy mountain, with a distant planet and its rings visible in the sky "If I was in charge of Starfield, I would have not done it that way at all," Bethesda veteran says
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"I think the hardest thing for any game developer to do is to be brutally honest with themself and play their own content and admit when something sucks, and that it has to change, because, you know, it's a lot of work," he says. "It's a lot of work that you may have 'wasted' and then a lot of work that you have ahead of you."

You can read our full chat with Pagliarulo at the link regarding the creation and legacy of Fallout 4, though it's illuminating to see how much of Bethesda's approach to the RPG likely chopped and changed as it moved onto Starfield. Since its launch, the reception to the space-faring RPG has undoubtedly been more mixed than the likes of Fallout 4, though fans are still waiting with bated breath to see what's next for it – according to some reports, it might be something fairly substantial too.

Starfield designer admits Bethesda's space epic isn't "the same caliber" as Fallout and Elder Scrolls because it's full of procedural generation: "The planets start to feel very samey."

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Iain Harris
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News Editor, Games

I joined GamesRadar+ in May 2022 following stints at PCGamesN and PocketGamer.Biz, with some freelance for Kotaku UK, RockPaperShotgun, and VG24/7 thrown in for good measure. When I'm not running the news team on the games side, you'll find me putting News Editor duties to one side to play the hottest JRPG of 20 years ago or pillaging the depths of Final Fantasy 14 for a swanky new cloak – the more colourful, the better.

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