OndrejSc
Royal Mystic
As long as you can get fucked by a bear in first person with raytracing, I'm in.
keep copy-pasting the same thing in every game.
To be fair this is the Bethesda MO and not really surprising. They're doing their thing and they're, sadly, just getting worse at it.If you were worried for a moment that Bethesda might learn something from their blunders, then worry no more. TES VI is to be even more simplified and casualized than Skyrim, and BG3 was "looking backwards":
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.
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.
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.”
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.”
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.
“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.
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.
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.”
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.
The Satanic Panic of the 1980s led many gamers to hide their love of Dungeons and Dragons as thousands were deemed cultists and criminals for playing the game.
“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.”
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.
https://www.videogamer.com/features...-baldurs-gate-3-success-explains-skyrim-lead/
"Today, the Elder Scrolls still has complex elements".If you were worried for a moment that Bethesda might learn something from their blunders, then worry no more. TES VI is to be even more simplified and casualized than Skyrim, and BG3 was "looking backwards":
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.
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.
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.”
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.”
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.
“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.
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.
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.”
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.
The Satanic Panic of the 1980s led many gamers to hide their love of Dungeons and Dragons as thousands were deemed cultists and criminals for playing the game.
“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.”
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.
https://www.videogamer.com/features...-baldurs-gate-3-success-explains-skyrim-lead/
There are still some stats and variables. Too complex. Need to remove. Me click, me win."Today, the Elder Scrolls still has complex elements".
Wat?
Also that "reactivity" part was hilarious.There are still some stats and variables. Too complex. Need to remove. Me click, me win."Today, the Elder Scrolls still has complex elements".
Wat?
The article later mentions oil spills catching on fire if you cast a fire spell on them... Goddamn.Also that "reactivity" part was hilarious.There are still some stats and variables. Too complex. Need to remove. Me click, me win."Today, the Elder Scrolls still has complex elements".
Wat?
Reactivity to what?
Npcs barely acknowledge the fact you've just saved Tamriel from being devoured by Alduin. Barely anything changes in the game world...
If you got the worlds best scientists together to study the genealogy of Skyrim they would discover that Skyrim was in fact the genesis of flammable oil spills in gaming, exposing Larian Studios for the hackfrauds they are.The article later mentions oil spills catching on fire if you cast a fire spell on them... Goddamn.
Which is something that they just wholesale lifted from Bioshock, that game's plasmids were the main inspiration behind Skyrim's magic system. That is to say Bethesda looked at a 7th gen whack-a-mole FPS for inspiration for the spellcasting in their "high fantasy epic" because even 15+ years ago that's the sort of game they were into and wanted to be making. Nobody over there after Ken Rolston's departure had any experience/interest in designing actual RPGs, let alone complex mechanics of any sort.The article later mentions oil spills catching on fire if you cast a fire spell on them... Goddamn.
I'm not sure Nesmith is saying that; he's just observing that there was a move away from simulating a tabletop experience over the last two decades because it was perceived to be unappealing to the mainstream, and that BG3 stands out for discarding that trend and achieving huge success, which suggests that the trend may be reversing.I really hate this mindset that "changes are always forward and good".
So much this.Also that "reactivity" part was hilarious.
Reactivity to what?
Npcs barely acknowledge the fact you've just saved Tamriel from being devoured by Alduin. Barely anything changes in the game world...
Yet more SoulSlop?Hoping the pendulum swings back the other way before the next FromSoft game releases
I'm not as interested in another Souls game, though I do want another one like SekiroYet more SoulSlop?Hoping the pendulum swings back the other way before the next FromSoft game releases
Is it possible to beat the stunning experience that was Starfield? Perhaps. I bet that we'll have a blast with TES6
In TES6, they will cater to the average Skyrim fan by changing the combat system. It will be 100% skill-based: the faster you mash LMB, the more damage you will deal.Is it possible to beat the stunning experience that was Starfield? Perhaps. I bet that we'll have a blast with TES6
If Bethesda had continued doing the same thing as Morrowind, Starfield would have been a far better game. Instead, the hand-crafted Open World world was dropped in favor of procedurally-generated biomes, which might have as many as three varieties of alien fauna, and no real content unless you stumble upon a procedurally-generated quest to travel to a copy/pasted installation and fight the same spacesuit-wearing human enemies you encounter throughout the game. Meanwhile, RPG elements were gutted even further in favor of "looter-shooter" gameplay. Since fast travel is used to automatically move from world to world or system to system, the only actual content in space is the spaceship combat, which is worse than that accomplished in Spaceborne (2020), a game created by a single person.To be fair this is the Bethesda MO and not really surprising. They're doing their thing and they're, sadly, just getting worse at it.