"Starfield's lead quest designer had 'absolutely no time' and had to hit the 'panic button' so the game would have a satisfying final quest"
Starfield's lead quest designer had 'absolutely no time' and had to hit the 'panic button' so the game would have a satisfying final quest
https://www.pcgamer.com/games/rpg/starfields-lead-quest-designer-had-absolutely-no-time-and-had-to-hit-the-panic-button-so-the-game-would-have-a-satisfying-final-quest/
"It became very clear that we were missing the large final location that was going to tie the story together," says former lead quest designer Will Shen.
""We were finally at a state in the project where we could play through the whole [game]. And it became very clear that we were missing the large final location that was going to tie the story together and have a satisfying action-filled payoff," Shen said. "I was both implementing the main quest and leading the quest design team, so I had absolutely no time. The entire quest design team was already overbooked.""
The quest design team being overbooked and not having time certainly explains a lot.