"Some of those [loading screens] were not there when I had been working on it, and so it was a surprise to me that there was as many as there were," ex-Starfield developer Nate Purkeypile explains in an upcoming episode of the VideoGamer Podcast.
"It could have existed without those [loading screens]," Purkeypile said. "A lot of it is gating stuff off for performance in Neon. For New Atlantis, I think it's just to make it so you don't have to sit there for the entire train ride."
Purkeypile did note that some of the problem was "inherent to the Creation Engine and the way it works," referencing Bethesda's decision to stick with an engine some have argued was outdated and ill-suited to the task of holding together a galaxy-sized game.
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