{"id":966350,"date":"2026-01-03T21:27:23","date_gmt":"2026-01-03T21:27:23","guid":{"rendered":"http:\/\/7Et2khLXueU77CiNyYQUme"},"modified":"2026-01-03T21:27:23","modified_gmt":"2026-01-03T21:27:23","slug":"sure-not-every-space-game-needs-them-but-just-for-the-record-seamless-planetary-landings-are-cool-as-hell","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/sure-not-every-space-game-needs-them-but-just-for-the-record-seamless-planetary-landings-are-cool-as-hell\/","title":{"rendered":"Sure, not every space game needs them, but just for the record: seamless planetary landings are cool as hell"},"content":{"rendered":"<article>\n<p>If videogames had to flawlessly simulate everything they depicted, developers would still be stuck on the behavior of neutrinos. Games are illusory. The cool take-off and landing animations in Star Wars Outlaws are essentially live loading screens, but if it feels like we&apos;ve just gone from the surface of Tatooine to outer space, they&apos;ve done their job.<\/p>\n<p><em>But<\/em>, having acknowledged that games are smoke and mirrors, I want to stand up for a feat of simulation that has gotten a little beat up as of late: the ability to seamlessly, manually fly from outer space to a planet&apos;s surface and back again. It&apos;s just really, really cool, no matter how good the reasons are to not engineer it into every space game.\u00a0<\/p>\n<div class=\"youtube-video\" data-nosnippet >\n<div class=\"video-aspect-box\"><iframe data-lazy-priority=\"low\" data-lazy-src=\"https:\/\/www.youtube.com\/embed\/OUg36UqTNvo\" allowfullscreen><\/iframe><\/div>\n<\/div>\n<p>Bethesda space RPG Starfield didn&apos;t include seamless planetary landings because building them would&apos;ve meant spending a lot of time on something that&apos;s &#8220;really just not that important to the player,&#8221; <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/starfield-doesnt-do-seamless-planetary-landings-like-no-mans-sky-but-todd-howard-doesnt-think-players-will-care\/\">Todd Howard said in 2022<\/a>, and Ubisoft said something similar about Star Wars Outlaws. Including the ability to fly around over the surface of planets would have required &#8220;a huge amount of effort for very little payoff,&#8221; game director Julian Gerighty <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.gamesradar.com\/games\/action\/as-star-wars-outlaws-no-loading-screens-come-under-scrutiny-its-director-already-reminded-us-that-having-seamless-planetary-flying-wouldve-been-lots-of-work-for-little-payoff\/\" target=\"_blank\" rel=\"noopener\">told Edge<\/a>. (See the video above for a comparison between planetary landings in Star Wars Outlaws, Starfield, and No Man&apos;s Sky via YouTube channel <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.youtube.com\/@NikTek\" target=\"_blank\" rel=\"noopener\">NikTek<\/a>.)<\/p>\n<p>Bethesda and Ubisoft both might&apos;ve been right not to design the kind of space travel you find in No Man&apos;s Sky or Elite Dangerous. How would it be useful to land anywhere on a planet in Outlaws? What would be there? Starfield and Outlaws are RPGs which direct players through a story. They&apos;re not sims. Free spaceflight doesn&apos;t belong in every space game.<\/p>\n<p>On the other hand, the space exploration in Starfield <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/starfields-over-reliance-on-fast-travel-makes-it-feel-tiny-but-its-just-part-of-a-larger-problem\/\"><em>was<\/em> a bit disappointing<\/a>. The ambition of Skyrim was to plop us into a huge fantasy landscape where nothing was painted into the skybox: &#8220;That mountain is not just a backdrop, you can walk all the way to the top of that mountain,&#8221; <a data-analytics-id=\"inline-link\" href=\"https:\/\/youtu.be\/-NhevGw_qBw?feature=shared&#038;t=48\" target=\"_blank\" rel=\"noopener\">Howard famously said<\/a>. The contemporary version of that ambition would&apos;ve been to hurl us into an outer space where preposterous distances could be traversed on the sci-fi equivalent of horseback, but Starfield dismissed distance with fast travel and represented planetary landings with loading screens.<\/p>\n<p>I wonder what Starfield would&apos;ve been like if it&apos;d been scaled down to a single star system and the top priority had been maintaining the illusion that you&apos;re really hauling yourself around in a pressurized box?<\/p>\n<p>I haven&apos;t played a ton of it, but I&apos;m still very charmed by 10-year-old early access space game <a data-analytics-id=\"inline-link\" href=\"https:\/\/store.steampowered.com\/app\/314230\/Rodina\/\" target=\"_blank\" rel=\"noopener\">Rodina<\/a>. The graphics may be simple, but there&apos;s no question that the ship whose corridors I can explore in first-person is the same ship I&apos;m landing on asteroids in the third-person piloting view: When I exit the pilot&apos;s chair, the view out the windows is still bouncing up and down as the ship settles on the low-G surface I clumsily plopped it on.<\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:2560px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:56.25%;\"><img loading=\"lazy\" decoding=\"async\" id=\"rivGWNVoNtG7D2UvnD9VJi\" name=\"Desktop Screenshot 2024.09.12 - 16.54.53.61.png\" alt=\"\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/09\/sure-not-every-space-game-needs-them-but-just-for-the-record-seamless-planetary-landings-are-cool-as-hell.png\" mos=\"\" align=\"middle\" fullscreen=\"1\" width=\"2560\" height=\"1440\" attribution=\"\" endorsement=\"\" class=\"expandable\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"caption-text\">I&#8217;ve done a bad job landing in Rodina. <\/span><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Elliptic Games)<\/span><\/figcaption><\/figure>\n<p>It&apos;s that sense of physical reality\u2014my spaceship feeling like an actual container\u2014combined with continuity across huge changes in scale that really does it for me. No Man&apos;s Sky engine programmer Martin Griffiths recently posted a video (embedded below) demonstrating the engine&apos;s capabilities with its debug camera, and despite the flashes of light that mark transitions between one level of detail and another, the journey from a lake&apos;s shore to orbit is mesmerizing.\u00a0<\/p>\n<p>Even if the seamlessness of No Man&apos;s Sky&apos;s space travel is debatable, it remains a great technical achievement eight years later, and you don&apos;t see lots of other technical feats lauded today. Ray tracing is frequently ridiculed as a pointless frame rate hog developed by an industry that hasn&apos;t moved on from a graphical arms race that players lost interest in years ago, and the <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/hardware\/the-ps5-pro-is-the-most-powerful-games-consoles-ever-released-but-at-dollar700-pc-gaming-has-nothing-to-worry-about\/\">$700 PS5 Pro<\/a> announced this week was met with <a data-analytics-id=\"inline-link\" href=\"https:\/\/kotaku.com\/ps5-pro-reaction-framerate-graphics-60fps-performance-1851644758\" target=\"_blank\" rel=\"noopener\">expressions of indifference<\/a> over its fancier graphics capabilities.<\/p>\n<div class=\"see-more see-more--clipped\">\n<blockquote class=\"twitter-tweet hawk-ignore\" data-lang=\"en\">\n<p lang=\"en\" dir=\"ltr\">I\u2019ve seen quite a lot of debate recently about loading times and smoke and mirrors in space games &#8211; so thought I\u2019d show you all the #NoMansSky debug camera .. a nice demo of how seamless and powerful our engine is! PS5 running here, with video from an iPhone\u2026 3 planets in 50\u2026 pic.twitter.com\/NOyy1qVgnA<a href=\"https:\/\/twitter.com\/Griff_\/status\/1815495093500936502\">July 22, 2024<\/a><\/p>\n<\/blockquote>\n<div class=\"see-more__filter\"><\/div>\n<\/div>\n<p>I think players broadly still do care about new graphics tech like ray tracing (which I think will eventually contribute more than fps-tanking reflections), but we&apos;re certainly not in the same world where building a dual-GPU monster to run Crysis at max settings was considered peak PC gaming.\u00a0<\/p>\n<p>When I think of cutting edge of technical achievements in games today, it&apos;s not accurate Stormtrooper armor reflections or hyper-detailed performance-captured faces or AI-generated dialogue (god forbid) that I think of. Rather than individual effects or moments, it&apos;s an unreasonable commitment to maintaining some enormously ambitious overall illusion that gets me excited, and seamless space travel is an awesome example of that. So, sure, don&apos;t put it in space games that aren&apos;t suited to it, but let&apos;s not go too far: cool-ass planetary landings <em>are<\/em> important to players.<\/p>\n<\/article>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/sim\/sure-not-every-space-game-needs-them-but-just-for-the-record-seamless-planetary-landings-are-really-cool\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>If videogames had to flawlessly simulate everything they depicted, developers would still be stuck on the behavior of neutrinos. Games are illusory. The cool take-off and landing animations in Star Wars Outlaws are essentially live loading screens, but if it feels like we&apos;ve just gone from the surface of Tatooine to outer space, they&apos;ve done their job. But, having acknowledged that games are smoke and mirrors, I want to stand up for a feat of simulation that has gotten a little beat up as of late: the ability to seamlessly, manually fly from outer space to a planet&apos;s surface and back again. It&apos;s just really, really cool, no matter how good the reasons are to not engineer it into every space game.\u00a0 Bethesda space RPG&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/sure-not-every-space-game-needs-them-but-just-for-the-record-seamless-planetary-landings-are-cool-as-hell\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":966351,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[336],"tags":[748,763],"class_list":["post-966350","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-pc-gamer","tag-games","tag-sim"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Sure, not every space game needs them, but just for the record: seamless planetary landings are cool as hell | Arcader News<\/title>\n<meta name=\"description\" content=\"If videogames had to flawlessly simulate everything they depicted, developers would still be stuck on the behavior of neutrinos. 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