Why Starfield’s New Game+ and Factions Feel Built for an MMO

Opinion

Exploring how Starfield’s core design already mirrors modern live-service MMO structures in surprising ways.

A Hidden Live-Service Blueprint?

When Starfield launched, the conversation quickly split into two camps: those who loved the scale and those who thought it felt empty and slow. I get both sides. But after sinking hundreds of hours into it, exploring over a thousand planets, running multiple New Game+ cycles, grinding faction quests, building outpost networks, and tweaking endless ship designs, one thing started to bug me in a good way.

I originally thought New Game+ was just Bethesda’s lazy way of padding the game, another excuse to recycle content without much effort. It wasn’t until my third or fourth jump through the Unity that something clicked, and I realized they might actually be doing something clever here.

Starfield’s story and progression don’t just work with an MMO framework. They kind of already feel like one.

This isn’t me saying “Bethesda should turn it into Destiny 3.” It’s more that, looking closely, they’ve quietly built a lot of the scaffolding you’d need for a persistent, shard-based sandbox. Here’s why it feels that way to me.

Core Structural Parallels

  • 1. The Main Quest as a Scalable MMO Progression Spine

    The Constellation storyline is basically 19 missions that slowly open up more freedom, higher stakes, and bigger parts of the universe. To me, that structure looks a lot like a classic MMO leveling curve:

    • Early onboarding in small, safe zones (Vectera, New Atlantis)
    • Mid-game shift to exploration-driven goals
    • Endgame ramp-up with artifact hunts across systems and bigger cosmic threats

    In a live-service setup, this questline would naturally turn into the main progression ladder, teaching mechanics early, adding group content later, and ending with server-wide events tied to the Starborn stuff.

    What’s interesting here is that, unlike a lot of MMOs that bolt narrative on after the fact, Starfield bakes the escalation right into the world. The universe actually reacts as you get stronger.

    MMO Tier Mapping (Conceptual)

    • Tier 1: Initiation
      Vectera, The Lodge, New Atlantis
      Tutorial zones, matchmaking hubs, starter economies
    • Tier 2: Expansion
      Artifact hunting across procedural systems
      Small-group expeditions, shared exploration objectives
    • Tier 3: Convergence
      Faction overlap, espionage, political consequences
      Cross-guild cooperation and competition
    • Tier 4: Unity Events
      Server-scale encounters tied to Starborn incursions
      Narrative resets without power loss

    It lines up surprisingly well with how modern MMOs try to keep players hooked long-term.

  • 2. New Game+ as Canonical Shard-Hopping

    The part that surprised me most is how New Game+ isn’t just a tacked-on mode. The Unity doesn’t reset everything arbitrarily. It makes repetition part of the actual lore.

    Every cycle can change the universe in small or dramatic ways while keeping your skills and powers intact. In MMO terms, that feels a lot like shard hopping, seasonal variants, or prestige systems without wiping your character.

    The tradeoff, losing ships, outposts, and credits but keeping mastery, is exactly the kind of thing live-service games need to keep economies fresh.

    In multiplayer, this could open up voluntary fresh starts, leaving relics for others, or seasonal twists like dominant factions or hostile variants of The Lodge.

    Most MMOs really struggle to explain why the world resets. Starfield just makes it canon.

  • 3. Factions as Guild Frameworks, Not Side Content

    Starfield has six (seven with House Va’ruun) major joinable factions, each with deep questlines that actually change how the game plays. These aren’t just flavor. They have real consequences.

    FactionNarrative RoleMMO Translation
    UC VanguardMilitarized defenseRaid access, system defense events
    Freestar CollectiveFrontier justiceBounty systems, patrol zones
    Ryujin IndustriesCorporate espionageStealth missions, economic warfare
    Crimson FleetOrganized piracyPvP ship combat, contraband economies
    ConstellationExploration authorityWorld discovery bonuses, expedition guilds
    House Va’ruunReligious extremismEndgame conflict catalyst, zealot events

    This setup already solves one of the trickiest MMO problems: giving players meaningful alignment without locking them into permanent classes. Guilds could tie to factions loosely, allowing betrayals, temporary alliances, and territory wars.

  • 4. Skills, Challenges, and Long-Term Mastery

    The 82 skills spread across five trees, gated behind usage challenges rather than pure XP, sit somewhere between classic RPG progression and MMO mastery systems.

    For live-service, the advantages feel obvious:

    • Skills reward playstyle over raw grinding
    • Challenges create built-in long-term goals
    • No rigid classes means real build variety

    It would slot cleanly into seasonal updates, new skills, higher ranks, temporary modifiers.

    Outposts, ship building, and research loops already pull players into the kind of ongoing economic engagement MMOs live on.

    Outpost building, contested player infrastructure in an MMO world.

    Ship builder, customizable fleets for PvP and trade.

  • 5. The “Empty” Sandbox Problem Solved by Players

    Ironically, Starfield gets hammered for “empty” planets the same way early MMOs did, before thousands of players turned those same barren zones into living worlds.

    Procedural planets aren’t meant to be hand-crafted tourist spots. They’re stages. Add players, and suddenly:

    • Trade routes appear
    • Outposts become worth fighting over
    • Exploration turns competitive

    Bethesda built the terrain and the tools. The missing ingredient is population, not design.

Final Verdict: Missed Opportunity or Just Ahead of Its Time?

Starfield isn’t a failed MMO in disguise. It feels more like a single-player game accidentally (or maybe not so accidentally) built on multiplayer DNA.

Its story justifies resets.
Its progression rewards years of mastery.
Its factions beg for large-scale social conflict.
Its multiverse is already split into shards.

Whether Bethesda ever goes there is anyone’s guess. But the foundation feels less accidental than people think.

The question isn’t really “Could Starfield work as an MMO?”
It’s “Why does it already kind of play like one?”

Quick Poll: Your Take

Do you think Starfield's design would translate well to an MMO format?

Disclaimer: This is just my personal take after way too many hours in the game. No official Starfield MMO plans have been announced by Bethesda.

Article by DaOpa, Exploring gaming possibilities

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