The video explains that space simulation games feel more alive when the environment actively interacts with the player, creating a tangible sense of presence and immersion rather than just serving as an empty backdrop. Games like Elite Dangerous achieve this through mechanics that convey the physicality and resistance of space, whereas others like Starfield lack this dynamic feedback, making their space travel feel disconnected and less immersive.
The video discusses why some space simulation games feel more immersive and alive than others, focusing on the sensation of being truly “in space.” The recent update to Starfield introduced free flight between planets, which many players appreciate, but it lacks the feeling of space as an environment. Unlike games such as The Last Caretaker or Flight Simulator, which successfully convey the sensation of being in their respective environments, Starfield’s space travel feels empty and disconnected. This absence of environmental presence diminishes the overall experience of space travel in the game.
A prime example of a space sim that successfully conveys the feeling of space is Elite Dangerous. The game understands that emptiness and the void of space are themselves environments that should interact with the player. Mechanics like gravity wells affecting speed and the intense Super Cruise Overdrive mode, where the ship strains and shakes at extreme speeds, create a palpable sense of presence. Players often describe these experiences in terms of feeling the void rushing past and the ship struggling against it, highlighting how gameplay mechanics translate into genuine emotional and sensory immersion.
The video emphasizes that the key to making space feel alive is not about realism or journey length but about how the environment interacts with the player and their ship. Games like Ever Space 2 and No Man’s Sky also achieve this by making the environment an active participant in the journey, whether through atmospheric transitions or the sensation of weight and resistance in space. In contrast, Starfield’s new cruise mode lacks any environmental feedback or resistance, making space feel like a static backdrop rather than a dynamic setting.
The creator also draws a comparison to RPGs like The Witcher 3 and Red Dead Redemption 2, which, despite not being travel simulators, still make traversing their worlds feel meaningful and immersive. This analogy supports the argument that even if a game is not primarily about space travel, the sensation of moving through the environment should still be conveyed effectively. The vehicle or mode of travel—be it a horse, car, or spaceship—should feel authentic and integrated into the world to enhance immersion.
Ultimately, the video concludes that the challenge for space games is to make the vast emptiness of space feel like “something” rather than “nothing.” This requires intentional design choices that make the environment interact with the player’s journey, creating a sense of presence and engagement. Filling space with points of interest alone is insufficient if the void itself does not push back or respond. Achieving this creates a profound and memorable experience, turning the invisible and empty into a compelling and tangible environment.