Summary
- Starfield portrays a cosmopolitan galaxy with diverse societies, but wealth inequality is a constant issue that players can't do much to change.
- In the side quest "First ," rich tourism executives always come out on top, leaving refugees - and the player - in a tough situation.
- The game's treatment of wealth inequality extends to other areas, like the poverty-stricken district of The Well and the exploitative Ryujin Industries security forces in Neon.
Starfield's faction questlines, women and people of color frequently appear in positions of power.
But there's apparently one form of discrimination that even the space age couldn't stamp out. Classism and its discontents run rampant in Starfield, and the impact is palpable. Again, that's par for the course in a science fiction RPG, but most games that portray similar scenarios at least give the player an opportunity to do something about it. In Starfield, on the other hand, wealth inequality seems like an unchanging constant.

You’re Probably Sitting On A Goldmine In Starfield & Don’t Even Know It
One of the best ways of making money in Starfield is surprisingly simple, and its all too easy to miss out on a major source of income.
Starfield's "First " Puts You In A Difficult Position
A group of rich tourism industry executives always seem to come out on top in Starfield's side quest "First ," no matter what the player chooses. In order to start the quest, players must travel to the Porrima system. It's fairly close to Alpha Centauri, so this quest can easily be undertaken even in the early stages of the game. Just as soon as they arrive, their ship will be hailed by the security officer Jiro Sugiyama. He has a job for them: investigate the unidentified ship in the planet's orbit. He wants the player to board the ship and find out why - but he urges them to prioritize peace.
The player can then board the ship, the ECS Constant, and talk to its captain Diana Brackenridge. She proceeds to share her story: the ship is roughly 200 years old, having departed Earth to escape the atmospheric catastrophe that made the planet uninhabitable. They sought refuge on Porrima II, a similar world with breathable air. But since the grav drives that make light-speed travel possible in the 24th century hadn't yet been invented, they were forced to fly at much slower speeds. As a result, everyone on board is a member of the sixth generation of Constant refugees, and they've finally arrived at their destination.
However, in the interim, a recreation company called Paradiso has established an exclusive, expensive resort complex on the surface of Porrima II. They're understandably concerned about the mysterious ship hovering in their atmosphere, and they are willing to discuss potential solutions. Players must enter the Paradiso headquarters and take the elevator up to the executive floor to find a swanky, space-age boardroom. Inside, they can address Oliver Campbell, the CEO of Paradiso, directly. Campbell isn't happy about the prospect of a group of refugees, whom he calls "aliens," taking up residence in his pristine resort community. But he agrees something needs to be done, and he's willing to negotiate.
So players essentially have three options here. The first is to shell out 40,000 credits of their own money to buy the Constant a grav drive, at which point they can warp to another, more accommodating system and put down roots there. The second is to get the refugees to sign up for a program of indentured servitude, in which they can work for Paradiso until they've paid off the cost of their own stay. The third and final is to simply blow up their ship. There are no options to persuade Campbell otherwise; this is less of a negotiation than it is a hostage situation.
Also, Campbell isn't willing to help with any of the options, or even delegate some of his employees to lend a hand. If the player chooses to get a grav drive, they'll have to pick it up themselves. If they choose indentured servitude, they'll have to source materials for the Constant crew's housing. Players can try to kill Campbell, but he's an essential NPC, so he'll just get back up a minute later. Ultimately, the outcome is unfair both to the player and to the refugees, no matter what choice they make. Campbell and his billionaire cronies always come out on top.
Starfield Treats Wealth Inequality As A Foregone Conclusion
That's not the only time a community is crushed under the weight of capitalism in Starfield, either. Most players encounter a similar situation when they travel to the game's first major city: New Atlantis on Jemison. On the surface, New Atlantis is a gleaming metropolis. Reflective skyscrapers arch toward the sky, luxury retail outlets line the streets, pop art and water features draw throngs of chattering diplomats. But eventually, a series of side quests takes the player below the main city, to the rough-and-tough district of The Well.
There, dirty, recycled water from the fountains above tumbles endlessly down. Sketchy bars sit beneath code-flouting housing. Power sources are unreliable, food is scarce, and the whole thing is presided over by the spotless facade of the Trade Authority and their armed guards. Players can't do much to materially improve the quality of life, though. They can attempt to fix the power outages, and help one resident get home safely from his doctor's appointment, but in the end, most of its residents remain living in squalor. With the power afforded them by their Constellation hip and Starfield's Artifacts, it seems like the player character should be able to do more.
Things are even worse in the city of Neon, where the United Colonies security force is firmly on the corporate side of the equation. There are even fewer opportunities to help here. The main questline in Starfield's Neon actually involves ing Ryujin Industries, one of the most exploitative corporations in the galaxy.
There's One Unofficial Way To Get Back At Campbell
Now, as far as official options go, there's no way to get Campbell's help with the Constant situation. However, with a little quick thinking and some sticky fingers, players can get one over on Campbell - although if all goes well, he'll never even know how big a part he played in rescuing the refugees.
40,000 is a lot to pay for a grav drive, but Campbell's got a little cash to spare. Those who really want to play Robin Hood can help themselves to the contents of his pockets, and spend Campbell's own money on the necessary component. If stealth proves too difficult with the other board in the room, a few pilfered office supplies can also help subsidize the cost.
The lack of opportunities to help the poor can make players feel powerless in the end. Still, after all, Starfield's player character seems to have bigger fish to fry. With The Hunter and The Emissary racing them to the Artifacts, the fate of the galaxy hangs in the balance. But with all the little side tasks they undertake and people they try to help, it's a shame the Starfield player character doesn't have much opportunity to help those most in need.