Lead Quest Designer Starfield Will Shen spoke at the GDC developers conference, where he talked about the details of developing a space RPG. Shen mainly explained how the last task came about. Please note, the text contains spoilers!

The main boss fight takes place in the temple, but from time to time the protagonist is thrown into other locations he has visited in the past. It turned out that this idea was conceived after the developers realized that they simply did not have time to create a new large location.
We have finally reached the stage of the project where we can play the entire game. And it became very clear that we were missing a big ending location that would tie the story together and give the players a sense of accomplishment. I was simultaneously executing the main mission and leading a team of quest designers, so I had absolutely no time. The entire quest design team was already overwhelmed.
Shen then turned to senior designer Steve Cornett. Cornett came up with the idea of dimensional travel, which allowed for the revisiting of several key locations and saved development time.
Part of the problem, Shen said, was the size of the team. Development team Skyrim had about 100 people, which made it easy to communicate with each other, but in the case of Starfield that grew to 500 people. Created in the studio “isolation effect”Each department competed for resources and refused to cooperate with other groups.
Starfield was released on September 6 for PC and Xbox Series X/S. A major patch was recently released for the game, containing hundreds of fixes.
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Source: VG Times