Bethesda won't revert to fiddly character sheets for TES VI according to Nesmith
He may have left the studio in 2021 but he knows enough about their culture to be right.
I mean, they're right to not copy BG3. BG3 is just Divinity 2, but set in the Forgotten Realms. Really it's a testament to how BAD D&D has gotten, that BG3 makes it look better.
Back in the 90s, Bethesda’s The Elder Scrolls was a deep, numbers-heavy RPG that borrowed heavily from the genre’s basis in Dungeons and Dragons. Today, The Elder Scrolls still has complex elements, but the series has moved away from random dice rolls, attributes and other systems to focus on providing a more casual experience.
On the other hand, the RPG genre recently saw a new shift in the form of Baldur’s Gate 3, an RPG that looked back on the complexities of past titles to provide the best transition of Dungeons and Dragons from tabletop to monitor. In an interview with VideoGamer, Skyrim lead designer Bruce Nesmith explained that Larian’s success is an “exception” to the last decade of gaming trends, but one that shows a shift in desire from gamers.
Yeah, you guys are fucked, huh. And that's just Baldur's Gate 3: Divinity 2, reskinned into D&D 5e, only scaling to Lv 12.
Arguably, BG3 is a TERRIBLE reference point you could go off of for saying that gamers want complexity again. BG1 is Advanced Dungeons & Dragons, 2nd edition, up to Level 9. BG2 is the same format, from Level 7 to over 30. Most of the reworks and expansions they released in the time between BG2 and BG3 catastrophically failed; you could either attribute that to cruddy writing, a loss in capacity of the game designers, or a loss of interest in players. The jump from BG2 to BG3 is only half as steep as the dropoff from Oblivion to Skyrim, but it's still a collapse in complexity.
The Elder Scrolls had to change
With almost 40 years of development experience, Nesmith started making games around the time of Dungeons and Dragons’ debut. Back then, it was common to attempt to adapt the complex nature of D&D into even the most basic games, but as gaming became more accepted in the mid-2000s, developers opted to tone down mechanical complexity to create a more casual entry point for millions of gamers. Famously, Skyrim abandoned a lot of systems from past Elder Scrolls titles, making an RPG that focused more on systems reactivity than stat-based appeal.
“[Gamers] didn’t want to have outrageously complex character sheets [in 2011]“
SKYRIM LEAD DESIGNER BRUCE NESMITH
As Nesmith explains, that decision came very early on with even the earliest version of Skyrim axing the attributes system last seen in
Oblivion. Removing attributes in Skyrim was a “day one” decision, opting to slim things down to focus on the reactivity of the world. As the veteran Bethesda developer explains, “every game is made within the culture at the moment you’re working on it” and the culture at that point was no longer looking to replicate D&D.
Holy fuck, they knew from right after Shivering Isles (or possibly Fallout 3) that they were DONE with Attributes. I imagine this extends to the classes and most of the other complexity as well. How bad were Oblivion's systems, that the creators of the game hated them more than anyone else? We all have our own personal favorites, but Oblivion (and/or Fallout 3) killed a studio's initial passion for their craft.
Personally, I blame the level-scaling, transforming what was intended as an easy game into a stressful experience for everyone involved, where there were so many numbers to work with that they shut down. When they made HP a level-up perk, that was so you could adjust your HP to keep up with the level-scaling in Skyrim; in Oblivion (and Morrowind) you have to start with high Endurance, OR grind the skills that give you more Endurance, which just leads you into even more trouble in Oblivion due to the level-scaling.
The character creator screens of Arena, Daggerfall and Morrowind fell out of fashion, but Bethesda used this opportunity to create its own form of RPG.
“In the days of Daggerfall, everybody was trying to replicate the tabletop experience, which means that you were rules heavy,” he said. “Your character description was large and, I would argue unwieldy, and as time moved forward, that was less and less of interest to the audience. They didn’t want to have outrageously complex character sheets, and I was actually one who aggressively pushed for streamlining.”
Oh. I wonder what Raz0rfist thinks of this guy.
It must be alienating, though, getting that far ahead of everyone else and then realizing you're alone in what you're doing.
Now, gamers want that complexity back. In the era of video essays and “best build” guides, there is a trend for some of that more extensive character creation and stat-based gameplay to return. For Nesmith, Skyrim was a chance for Bethesda to make a title where the game got “out of its own way”, but a game like Baldur’s Gate 3 is the complete opposite.
“When you look at something like Baldur’s Gate 3, I think that’s a very different animal. They had a very specific charge. They were taking Dungeons & Dragons 5th edition and putting it onto a computer game. So it was intentionally looking backwards, intentionally seeing the old tabletop presentation with the die rolls and all of that. It was, you know, reflecting back to the good old days from the point of view of the people who used to play those kinds of old playing games back then or did now to give them that joy buzzer. So I think Baldur’s Gate 3 is actually an exception to that.”
I mean yeah, BG3 is a wank, but still. Imagine if we got a D&D 3.5e videogame. That would have been nice.
Baldur’s Gate 3 won’t change Bethesda
While Nesmith departed Bethesda back in 2021, moving onto smaller games and novels like
Mischief Maker and
Glory Seeker, he doesn’t see the studio moving back to the complexities found in games like Baldur’s Gate. Just like the studio will
likely not be moving to Unreal Engine, the current state of depth seems perfectly suited to the company’s aims.
Well Jesus, I sure HOPE Elder Scrolls 6 can reach the HEIGHTS of Skyrim. You've got people saying that Starfield didn't.
“I don’t think [Baldur’s Gate 3’s success] necessarily presages a complete change over back to more numbers and more fiddly character sheets and things like that,” Nesmith told us. “Whether or not the rest of the industry will follow suit, I don’t know. I’m not smart enough to say that, But I think that through Skyrim, Bethesda has wanted to have the game get out of its own way.
“You see that everywhere in Skyrim. Todd [Howard] is a big proponent of the interface vanishing if you’re not doing something that needs it to be visible. So all you see is the world. That’s it. You just see the world.”
“You feel vindicated [in its popularity], you do. The thing that you loved, that you saw value in, that a lot of the rest of the world did not.”
BRUCE NESMITH
For Bethesda, this mantra caused many things that millions of gamers love, but some gamers hate. The Magic System was simplified, but was made more reactive with things like igniting oil spills; attributes were gutted in favour of a simplified skill tree; combat relied less on stats and more on player action. While Baldur’s Gate 3 also has some of these more reactive elements, as Nesmith explains, it aims for a completely different experience.
You made a physics simulator like Garry's Mod, and you sacrificed certain aspects of Warrior and Mage to it. I hope Bethesda apologizes to Warrior and Mage in the next game. Thief is sorta fine in Skyrim, since most of its skills were made more effective (though Speech is a bit embarrassing).
Some of the things they did to Magic were interesting. Fire is bundled with Lingering Damage Health. Frost is bundled with Slow (basically Burden from Morrowind/Oblivion) and Damage Stamina. Shock hits instantly and is bundled with Damage Magicka; or, if you're using it on an Enchanted weapon, it's bundled with Lingering Damage Health and Lingering Damage Magicka. The flexibility is not at all what people were expecting, though. Bethesda
could have included a Spell Maker, but they thought the results would clash with physics or realism or something else.
"Combat relying more on player action" is mainly by the standards of Oblivion. They wouldn't let you do Power Attacks until you had a certain threshold in the required skill. They wouldn't let you attack while
jumping until you had the required thresholds in Acrobatics. But let's be fair to Oblivion; most of the higher-level Perks in Two-Handed and One-Handed from Skyrim are ripped from the previous game. Basically you gave us slow-mo killing animations for enemies, extra effects for specific weapon types (which are without their own skills to avoid "redundancy") that are locked behind perks, and... Block-Bashing.
However, gaming is now in a space where there’s a massive audience for both types of RPG. While many will compare the
upcoming Elder Scrolls 6 and Baldur’s Gate 3, Nesmith is correct: they are two completely different beasts.
Can Bethesda
really afford to split the baby here? Why are you stopping the trend-chasing now, when you allegedly ended up with Skyrim BECAUSE of trend-chasing?
RPG players are finally vindicated
Making RPGs through the Satanic Panic, Nesmith recalls a time where players had to be “careful who you told” that you played the now incredibly popular board games. As religious groups blamed murders and crimes on fabricated cults allegedly inspired by the tabletop game, playing D&D was a secret you had to protect.
“I was friends with [some] who thought that the game was a bad influence on children, who had religious objections to it, and so I did not tell them what I did,” Nesmith explained. “Other people that didn’t have those prejudices, I did tell them, but you know I had to be careful. These days, interestingly, it works the other way around.”
Yeah, Nesmith is right; now D&D is lame and gay.
Nowadays, Dungeons and Dragons is incredibly popular with content creators roleplaying entire campaigns becoming its own industry, a big-budget feature-length movie releasing in cinemas and video game adaptations like Baldur’s Gate 3 becoming one of the best-selling games of all-time.
“You feel vindicated [in its popularity], you do,” Nesmith told us. “The thing that you loved, that you saw value in, that a lot of the rest of the world did not, now the rest of the world is seeing the value in it. I haven’t been there since the literal beginning, I wasn’t playing with Gary Gygax when he was first coming up with this stuff, but I’ve been there since pretty early on. I’ve watched the whole transformation of gaming of all sorts, from being a backwater entertainment for geeks and nerds to being something that is considered to be commonplace and accepted.”
Playing up the demographic that Nesmith is shunning is a weird strategy.
While The Elder Scrolls 6 may not return to dense character sheets and dice-roll combat, it’s a game that doesn’t exist without the decades of Dungeons & Dragons before it. However, as with any genre, Bethesda has moved to create its own sub-genre, millions of players adore it, and everyone is waiting to see what comes next.
What would you even call Skyrim's genre? Is it even its own genre? Or is it higher-end Ubislop?
This just feels phenomenally disrespectful to the first four games. This idiot author is saying that they weren't in their own genre, but that Skyrim is.
Who is the author? A rare Xbox fanatic in a year after 2021:
Lewis White is a veteran games journalist with a decade of experience writing news, reviews, features and investigative pieces about game development with a focus on Halo and Xbox.
The guy's career is younger than Skyrim. In fact, his career is younger than Halo 5. He is currently unemployed.