Bethesda veteran says less RPG complexity in the Elder Scrolls series is good, actually: ‘We got rid of attributes in Skyrim and you know who complained? Almost nobody’

Why Less Complexity Made Elder Scrolls More Fun, Says Bethesda Veteran: ‘Almost Nobody Complained’ About Skyrim’s Big Change

Imagine you’re about to embark on an epic adventure, ready to fight dragons, explore ancient ruins, and become a legendary hero in a vast fantasy world. You boot up your game, excited to jump in, but then you’re hit with a wall of numbers, charts, and choices that feel more like filing taxes than starting a grand quest. Sound familiar? For many years, role-playing games, or RPGs, often started this way, asking players to tinker with deep systems before they even swung their first sword. But a veteran from Bethesda, the brilliant minds behind the beloved Elder Scrolls series, has a fascinating take on why making things *simpler* was actually a stroke of genius, especially when it came to a huge change in Skyrim.

Here’s the interesting part: this seasoned game developer, who worked on the Elder Scrolls games, openly shared a big secret about how they made Skyrim so popular. He explained that a conscious decision was made to strip away some of the complicated parts that many older RPGs had, believing it would make the game better for everyone. “I led the charge on that, to be frank,” he said, taking credit for a move that, in hindsight, was a massive success. This wasn’t about “dumbing down” the game; it was about making the fun more immediate and the journey more accessible, allowing millions more players to fall in love with Tamriel.

So, what exactly did they get rid of? We’re talking about “attributes.” Think of attributes like your character’s basic talents or core stats – things like Strength, Intelligence, or Endurance. In many older RPGs, and even previous Elder Scrolls games like Morrowind or Oblivion, you’d get points when you leveled up, and you’d carefully decide where to put them. Do you want your hero to hit harder? Put points in Strength. Want them to cast spells better? Boost Intelligence. It was a big part of character building, but it also meant a lot of number crunching and worrying if you were making the “right” choices, which could feel like homework before the actual adventure began.

The reality is, this system, while loved by some hardcore fans, could be a real roadblock for others. Imagine you just want to explore a beautiful world, fight monsters, and uncover secrets. You don’t necessarily want to spend an hour reading guides online to figure out if putting points into ‘Agility’ is better than ‘Willpower’ for your specific play style. This veteran understood that for a game like Elder Scrolls, which aims to transport you to a living, breathing world, too much upfront complexity could pull players out of the magic. It’s like wanting to drive a cool new car, but first, you have to spend hours studying the engine schematics and choosing which specific parts to upgrade. Most people just want to get in and drive!

Here’s how it works in Skyrim instead: instead of boosting a general “Strength” attribute, you simply get better at using the weapons you choose. If you swing a big two-handed axe, your “Two-Handed” skill goes up. Cast a lot of fire spells? Your “Destruction” magic skill improves. This system, called “skill-based progression,” means you get better at what you actually *do* in the game. Think about learning to ride a bike. You don’t get better by reading a book about balance; you get better by actually getting on the bike and pedaling. Skyrim makes becoming a hero feel more natural and intuitive, directly rewarding your actions rather than making you manage a spreadsheet of numbers.

The plot twist? When Skyrim launched, and those traditional attribute numbers were nowhere to be found, you know who complained? Almost nobody. That’s the key insight from the Bethesda veteran. Most players were too busy shouting “Fus Ro Dah!” at dragons, exploring hidden caves, and getting lost in the game’s massive, beautiful world to miss the old system. They found the new, simpler way of getting stronger perfectly natural. This wasn’t just a design tweak; it was a fundamental shift in how games could approach character development, proving that sometimes, less truly is more when it comes to player engagement and enjoyment.

Think about the implications of this approach. For game developers, simplifying core systems like attributes frees up time and resources to focus on other things that enhance the player’s experience – like crafting a more immersive world, writing compelling stories, or designing exciting quests. For players, it means less friction between them and the fun. This shift towards more intuitive, action-driven progression has influenced countless games since Skyrim’s release, making huge open-world RPGs more welcoming to a wider audience without sacrificing the feeling of growing in power and becoming a legend.

This philosophy isn’t just about making games easier; it’s about making them *better designed*. It’s about understanding that true depth doesn’t always come from a mountain of complex rules, but from meaningful choices and engaging experiences. While some dedicated fans might miss the intricate number-crunching of old, the overwhelming success of Skyrim, and the lack of outcry over the missing attributes, paints a clear picture. It shows that for many, the joy of adventure lies in the journey itself, not in mastering a complicated instruction manual before the journey even begins. This veteran’s bold move truly helped redefine what an RPG could be, opening up the world of Tamriel to millions more adventurers than ever before.


Source: https://www.pcgamer.com/games/the-elder-scrolls/bethesda-veteran-says-less-rpg-complexity-in-the-elder-scrolls-series-is-good-actually-we-got-rid-of-attributes-in-skyrim-and-you-know-who-complained-almost-nobody/

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