Bethesda has released very little information aboutThe Elder Scrolls 6since the game’s initial announcement back in 2018. The announcement revealed nothing about the new game’s setting or story, and though exciting, it ultimately came as little surprise.

However, there’s one trend that has developed across theElder Scrollsseries that could be concerning forThe Elder Scrolls 6. Here are some of the ways that pattern has unfolded and a few of the things Bethesda should avoid it in its upcoming game.

Morrowind vs Oblivion

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Morrowind Features That Didn’t Make it Into Oblivion

There’s no question thatThe Elder Scrollsgames have gotten simpler over the years. Some of the biggest differences can be seen when comparing the features inMorrowindandOblivion. Though there are many differences, the common theme is simple:Morrowindforced the player to make far more choices and to specialize to a far greater degree. Joining one of theGreat Houses of Morrowind, for example, locked off the others. In bothOblivionand laterSkyrim,the player can join any faction in the land with no problem, even if their creeds are radically different.

In return for its greater difficulty,Morrowindhad greater rewards for committing to certain skills. UnlikeOblivionandSkyrim, for example,Morrowindhad no doors that couldn’t be unlocked with a high enough skill, even ones that were essential to certain quests.

Questing

When it comes to RPG game design, accessibility should mean making the premise underlying mechanics transparent. Character skills, for example, might be more difficult to accumulate as ingames likeMorrowind, but the premise behind their accumulation should not be confusing. This makes sense for a lot of other aspects of the games as well. In questing, the player should find the task itself challenging, but part of the challenge should not be deciphering the confusingly worded quest text itself. The introduction of the quest marker inOblivionto replaceMorrowind’s questdirections is another example of ease of completion, not necessarily better transpareny.

It’s both straight forward and immersive to follow the instructions given by aMorrowindquest giver instead of aiming directly at a quest marker likeOblivionandSkyrimencourage. Indeed, many of the features that were simplified forOblivionwould begin to cause problems forThe Elder Scrollsseries.

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Oblivion Features That Were Skipped Over in Skyrim

The Elder Scrollsgames have increasingly taken “easiness” not just to mean transparency, but also that most tasks are, ultimately, simple. The jump betweenOblivionandSkyrimmost notably saw theremoval ofElder Scrollsclassesand the massive simplification of the skill and spell systems.

Not only isSkyrim’s combatsimple, but even on the hardest difficulty inSkyrim,few tasks are particularly challenging. Special skills like lockpicking aren’t just easier to understand inSkyrimthanOblivion, but any kind of lock can, in theory, be unlocked by a very low-level character with enough lockpicks to spare. In fact, there’s very little a level one inSkyrimcan’t do. Most interactions, whether they are combat, lockpicking, or something else, can be won in a war of attrition. This is a problem with Bethesda games afterOblivionthat can be most clearly seen when other developers take on the studio’s IPs.

In Bethesda’sFallout 3, for example, speech checks worked using a percentage. The higher the player’s speech, the higher the chance of them succeeding the speech check. However, because of this, there was no reason not to reload the game until the speech check succeeded.

InFallout: New Vegas, developed by Obsidian, a dialog check under any skill cannot be completed without sufficient points in that skill. Trying to get Easy Pete to hand over his dynamite to help Goodsprings with a 22 out of 25 in explosives will never work. Nonetheless, the feature still makes perfect sense – if anything, a value like 22/25 is easier for most people to understand than a percentage of probability.

The Elder Scrolls 6: Will There Be Even Less?

It’s hard to say what could becut fromSkyrimin the name of streamlining theElder Scrollsseries, but there are some strong candidates. Shouts will almost certainly be removed (although this would be fitting), and if the trend continues fromMorrowindtoOblivionandObliviontoSkyrim, players may see traditional skill progression taken out of the game entirely. If nothing else, it’s unlikely that certain aspects ofThe Elder Scrollslike spells will be made more complicated and engaging again afterSkyrim’s success, and the removal of Shouts could make the game’s magic less diverse.

The Elder Scrolls 6’s mechanics should be transparent but this should not be achieved by making the games even simpler. The consequences of this trend can already be seen inSkyrim, and spells in particular come cheap inThe Elder Scrolls 5. Every character can cast a few spells. While in other RPGs players have to prioritize which skills they want to specialize in, inSkyrimplayerswho don’t use spells are largely making a personal immersion choice – one of the starting spells is “Healing,” which makes it impractical for most players to be anything other than a mage combo.

IfThe Elder Scrolls 6is going to surpassSkyrim, then the steps necessary to complete its challenges should be clear. However, that clarity should not mean that completing those steps – whether it be to gain a new skill, unlock a unique piece of dialog, or craft a new piece ofDaedric armor– should not be an easy task.

The Elder Scrolls 6is a long way out, and with Bethesda confirming that the studio’s new IPStarfieldwill release before the nextElder Scrolls, it is likely at least 5 more years away. It’s unclear which direction Bethesda will go with the game over a decade afterSkyrim’s release, but it’s unlikely that the studio will want to risk creating a game which appeals to a smaller audience thanThe Elder Scrolls 5. Hopefully, however,The Elder Scrolls 6will not see more immersive and challenging RPG mechanics cut from the franchise.

The Elder Scrolls 6is in development.

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