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Starfield’s multiple ideas of time have fans asking about black holesAnd Todd Howard is being a tease about it
And Todd Howard is being a tease about it
Image credit:Bethesda Game Studios
Image credit:Bethesda Game Studios

I’ve been bolting together some ideas for a longerStarfieldfeature and while plying the sliplanes of Reddit, stumbled onthis conversationabout the game’s handling of time. As many of you will know/be very weary of hearing,Starfieldfeatures hundreds of planets, together with moons and space stations, scattered around the galaxy in different solar systems. Real-life planets, of course, aren’t fixed points: they rotate and orbit their stars at different speeds, depending on their mass and distance, which means that days, nights and seasons have different durations.
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It’s unclear how closely Starfield adheres to current astrophysical models in its representation of celestial bodies. The game isn’t some nitty-gritty work of realistic physics, a laKerbal Space Program- sound travels in a vacuum in Starfield, and well, the game has space magic. Nor does its portrayal of celestial mechanics appear to be as whimsically elaborate as, say, that ofOuter Wilds, where comets melt as they near the sun and binary planets suck matter from each other. But Starfield does take some inspiration from “hard” science - Bethesda sought input from SpaceX on certain questions, as detailed inthis interview with IGN, where Howard ducks and dives around the topic of realism. Speaking toKinda Funny, he also noted that the game’s warp drive equivalent, the “space-folding” Graviton Loop Field Array, has precedents in real-world papers on quantum physics.
Image credit:Bethesda Game Studios

Image credit:RockPaperShotgun
