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Starfield 2 Faces Xbox's Rising Bar for Game Sequels

A former Bethesda designer doubts Starfield 2. Player figures, Bethesda's schedule and sequel history explain why a successful game may still stop here.

Sarah O'Brien

Written by AI. Sarah O'Brien

September 28, 20266 min read
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Starfield 2 Faces Xbox's Rising Bar for Game Sequels

Former Bethesda lead systems designer Kurt Kuhlmann says he would be “very surprised” if Starfield received a sequel. Speaking to FRVR three years after the space RPG launched, he offered a harsher assessment: “I don’t think Starfield was anywhere near successful enough to do a Starfield 2.”

The public numbers make that verdict difficult to classify. Starfield has reached at least 15 million players, attracted one million concurrent players at launch and holds a Metacritic score in the 80s, according to GamesRadar’s account of the interview.

Those figures cannot settle the commercial question. A player total measures reach; unit sales measure purchases, and the published figure does not disclose its composition. Concurrent players measure launch attention, while review scores measure critical reception. None reveals Starfield’s budget, revenue, retention or the return Xbox expected from Bethesda’s new science-fiction property.

Kuhlmann’s remark is best read as an informed forecast about that expected return, with two substantial cautions attached. He left Bethesda shortly after Starfield launched in 2023, and he has not presented internal sales figures. None of the reports carrying his comments identifies a Bethesda or Xbox announcement ruling out a sequel.

A Successful Game Can Still Lose the Scheduling Contest

Bethesda continues to invest in Starfield. Since its September 2023 release, the game has received patches and two story expansions. The Free Lanes update and Terran Armada expansion arrived in 2026. Todd Howard also said in July that Bethesda would continue adding stories, gameplay improvements and updates while preparing new Starborn content for 2027, as quoted by IGN.

Continued support leaves several possible futures open. Bethesda could rehabilitate the existing game through expansions, preserve the setting for a distant return, or conclude that downloadable content offers a better return than another full production. A roadmap for one more year does not answer which route the company prefers.

The announced production queue makes a near-term sequel difficult regardless of Starfield’s absolute performance. Bethesda Game Studios is concentrating on The Elder Scrolls 6, and Howard has previously confirmed that Fallout 5 follows it. That sequence already reaches toward the 2030s if the studio continues building these enormous role-playing games largely one after another.

This creates a threshold problem. A proposed Starfield 2 does not compete only against its predecessor’s costs. It competes for developers and years with two established franchises carrying high expectations. Fifteen million players can represent a sizeable achievement while still failing to displace The Elder Scrolls or Fallout in that queue.

That is an inference from the public player figures and Bethesda’s announced sequence. It does not prove that Xbox has formally raised a company-wide sequel threshold. Kuhlmann may know how Bethesda evaluated the first game at launch, but his information may not reflect decisions made after his departure.

The Sequel Argument Begins Inside the First Game

Kuhlmann’s strongest case for a follow-up concerns production knowledge. He told FRVR that “the lessons learned on Starfield” could have brought a sequel closer to Howard’s original vision. The first game had already paid some of the expensive tuition: developing its technology, discovering where systems collided and learning how much content its planetary scale demanded.

His outpost example is unusually concrete. Players can build across numerous planets, yet those settlements sit apart from much of the narrative and character design. Kuhlmann contrasted that structure with Fallout 4, where settlements entered through the story and connected more directly with play. He described Starfield’s version as “this system sitting over there with a massive amount of work involved,” according to Prima Games’ report.

The problem extended beyond one feature. Kuhlmann said the development team was too small to create enough content for the larger concept. Designers also had to wait for new systems before building content around them, leaving less time once those dependencies were ready, Video Games Chronicle reported.

A sequel could reuse tools and discard features that consumed work without reinforcing the whole. It could also repeat the original mistake at a larger scale. More planets, ships and construction options would increase the integration burden unless Bethesda narrowed the design. The useful lesson may be subtraction, a difficult pitch for a sequel expected to advertise itself with a longer feature list.

Bethesda’s History Was Built Across Iterations

The Elder Scrolls offers an appealing historical comparison, although not a clean financial precedent. TheGamer points to the progression from Arena through Daggerfall, Morrowind, Oblivion and Skyrim, arguing that the series found more of its celebrated form across successive entries rather than in its first release.

That history shows what iteration can produce. It does not establish that publishers routinely greenlit expensive sequels after comparable results. Those games were made in different markets, at different production scales and under different corporate structures. Starfield 2 would inherit modern blockbuster costs as well as the first game’s technology.

Fallout: New Vegas provides another alternative: let a second studio work inside the universe while Bethesda concentrates elsewhere. Obsidian’s game became a favourite among many Fallout players, but Kuhlmann said its reception also provoked arguments over whether Obsidian handled the series better than Bethesda. He believes Howard did not want a similar situation around The Elder Scrolls and described him as “very protective” of the property, according to Eurogamer.

A New Vegas-style Starfield project could keep the setting active without taking Bethesda’s core team away from The Elder Scrolls 6. The parallel has limits. Obsidian is now under the Bethesda umbrella and is working on a Fallout project, while the reports cited here identify no comparable Starfield assignment. Delegation addresses staffing more readily than demand. An outside developer still needs a budget, an audience and a reason for Xbox to choose that universe over another established property.

Greenlights Have a Human Ledger

Kuhlmann’s career adds a less comfortable scale to this discussion. He left Bethesda after a 20-year run, joined Lightspeed L.A. as principal world designer on Last Sentinel, and was laid off alongside colleagues in July 2026, Game Rant reported. That biography does not prove anything about Bethesda’s sequel deliberations. It does show what portfolio language obscures: “resources” are people whose accumulated knowledge can disappear between projects.

A sequel can preserve production knowledge, but only if the company retains or reassembles the people who acquired it. Updates can repair systems and add stories, yet they do not automatically preserve the team, tools or institutional memory needed for another game. From a preservation perspective, the surviving software records the result, not the abandoned solutions, deferred features and working knowledge behind it.

For now, Starfield 2 remains neither announced nor publicly cancelled in the reporting surrounding Kuhlmann’s comments. His forecast, the public player figures and Bethesda’s crowded schedule can all be true at once. The future of the Settled Systems may depend on whether Xbox sees a universe worth iterating, or one more enormous production asking to stand ahead of Tamriel and the wasteland.

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