Missing faces, levitating bodies, and NPCs with no respect for personal space: A celebration of Bethesda jank

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Missing faces, levitating bodies, and NPCs with no respect for personal space: A celebration of Bethesda jank
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Starfield’s NPCs are the wrenches in the open-world machine I’ve come to crave, thanks to a long history of janky Bethesda RPGs.

For some, this is evidence that Starfield has failed to live up to its expectations. The post-release discourse has surfaced numerous unfavorable comparisons to Cyberpunk 2077, No Man's Sky, and Mass Effect. At the same time, jank has come to define our collective remembrance of Bethesda's games, becoming something of a comforting presence for anyone who knows parts of Tamriel like the back of their short-haired Khaajit hand.

Jank isn't a bad thing. Rather than detracting from Bethesda games, jank elevates them, injecting spontaneity and humor into worlds that might otherwise feel barren and lifeless. Bethesda has always strived to achieve a feeling of immense scale, leaning on procedural generation in order to populate the towns and dungeons of both 1994's Arena and 1996's Daggerfall.

2006's Oblivion and 2008's Fallout 3 introduced full voice acting and AI that allowed NPCs to engage each other in autonomous conversation. You'd wade through cornfields of loot until an NPC emerged from the glade, offering to give you a sidequest or slit your throat for your belongings. During this generation of Bethesda games, jank felt like a symptom of the studio’s undying open-world aspirations. The procedurally generated, text-based NPC dialogue of Arena and Daggerfall was less vulnerable to awkward pacing, but now that every NPC could talk, players were much more likely to experience jarring tonal shifts as characters reacted to their sudden actions.

This was Bethesda’s open-world entropy at work, punctuating journeys across Fallout 3’s Wasteland and Oblivion’s Cyrodiil with surreal and unpredictable NPC encounters. The stilted delivery of the games’ voice casts only enhanced these moments. Without jank, actions like pickpocketing or committing random acts of violence might have felt more dull or straightforward.

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