Most of Starfield's planets likely won't host any life worth cataloguing, but that's for the best
between space flight and planetside gameplay, which allows Bethesda to employ some smoke and mirrors – the size of a planet’s map, once you’ve landed on it, doesn’t have to correspond to its external appearance. These sorts of tricks are used in other space games, of course, and all video games are a jumble of similar theatrical lies. But having a hard separation between land and sky makes the sleight of hand a lot easier to pull off.
Not all stars are the same – some of them are a bit dim, and some of them are downright intolerable. Like other people’s children Across these 100 systems, you could reasonably expect that 25-30% of them don’t contain a rock that’s worth putting a city on, and the most you could hope to find is a mining outpost and, I dunno, a ruined temple, built ages ago by a long dead civilisation who were putting temples on barren rocks when we were still cutting about in Flintstones cars, or something.
For better or worse, Starfield is a Bethesda game, and every Bethesda game since Morrowind has been about immersing the player in a painstakingly hand-crafted landscape, stuffed to bursting point with cultures, quests, and curiosities. There is a balance to be struck here, and it’s a line that Bethesda has been walking for decades, whether players noticed or not.
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