The Elder Scrolls 6is on the way, but there’s been little news about theSkyrimsequel since it’s initial announcement back in 2018. Bethesda is currently working on a new IP,Starfield, set for release before the nextElder Scrolls, so it’s likely fans are still in for a significant wait.
Even ifThe Elder Scrolls 6is years away, that might not be such a bad thing. Bethesda will have more time to verify the game is truly ready to succeedSkyrimand step out from under its significant shadow, and one way the studio could do that is by incorporating one small feature fromFallout: New Vegaswhich has a huge impact.

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Player Skills in RPGs
Skills have been a fundamental part of RPGs since their inception. InDungeons & Dragons, for example, skill modifiers help boost the possibility of a character succeeding at certain tasks by adding a base number on top of any d20 roll the player makes. This influenced early video game RPGs as well, with many games incorporating a similar system where skills operate as a modifier to an otherwise random roll of the dice.
While on the surface video game RPGs appear to have kept a similar system, the minor differences made over the years have had significant impacts that radically alter the played experience of different RPGs. This can clearly be seen when comparinggames likeSkyrimandFallout: New Vegas. Despite both being open-world RPGs owned by Bethesda, the way these games handle skill checks has a huge effect.

InSkyrim, every player starts the game with the same base stats, aside from those modified by race. Unlike most RPGs, even older Bethesda games, there is no point duringSkyrim’s character creation where players have to choose which stats theirDragonbornwill specialize in. This was part of a larger move made inSkyrimto simplify the RPG format and make it more accessible.
From there, aSkyrimplayer increasing their level in any given area by performing the task that skill deals with. To improve at one-handed weapons, the player needs to use one-handed weapons. To make lockpicking increasingly easy, the player needs to pick a lot of locks. Improving in differentSkyrimskillsthen allows the player to unlock buffs in a skill tree. For example, by using a bow and arrow enough, the player can increase their archery skill to the extent that drawing back their bowstring slows down time.

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The New Vegas System
Fallout: New Vegas, however, uses a subtly different system. Simply put,Obsidian Entertainmentmade the player’s level of skill in a given area work like a checkpoint. It’s impossible to even attempt to hack an “Easy” level computer inNew Vegaswithout a skill of 25 in science or higher. Similarly, it’s impossible to pass a speech check of 50 with a 49 in speech, no matter how many times the player tries. This was a small but significant change fromFallout 3, where some abilities like speech checks operated on a percentage of probability in a way more reminiscent of theDungeons and Dragonsstyle. The level of skill helped increase the probability of an otherwise random roll going the player’s way.
TheFallout: New Vegasskill system ultimately makes for a more compelling and rewarding gameplay experiences, while also giving the game greater replay value than it might have otherwise had. TheSkyrimsystem leaves mostSkyrimplayersfinding themselves a jack-of-all-trades whether they like it or not.Skyrimeven starts all players with the “Heal” spell, meaning even those who want a main melee build will have some skill in magic.
Skyrim’s system makes things like learning spells, picking locks, and even combat feel less rewarding by making it more of a war of attrition than it is a reflection in the player’s investment in the game.PlayingNew Vegasas the Courierwith 100 in lockpicking requires investing significantly in that skill at the direct cost of other skills, whereas theSkyrimsystem not only improves the player’s abilities based on every skill they attempt, but also never blocks off a player from attempting something.
As a result, a lower level player with enough lockpicks and patience can still open almost any door inSkyrim. There are far fewer cases where a player finds a locked door and has to return at a far higher level in order to see what’s behind it. Yet, this is exactly the sort of mysterious and compelling experience theFallout: New Vegasplayer can have when dealing with high level locked doors like the one leading into theBrotherhood of Steelbunker in the Hidden Valley.
Investment and Reward in The Elder Scrolls 6
Lockpicking is just one example, but it stands to make a particular point.Skyrim’s skill systemunlocks far too many doors to the player, which incentivizes the player to be a jack-of-all-trades rather than going through the rewarding experience of investing in certain skills and seeing that investment pay off in exclusive experiences.
The Elder Scrolls 6can’t just be a sequel to Skyrim – Bethesda will need to find ways to taketheElder Scrollsformulaand make it more satisfying to experience than ever before. Subtly adjusting the way the game deals with skill calculations behind the scenes could be a great first step, making the overall experience more rewarding while also helping to diversify the experience of playing through with different specializations.
PerhapsStarfieldwill provide an opportunity to experiment with some of these changes beforeThe Elder Scrolls 6. Either way, reworking the skill system could preserve the freedom ofSkyrim’s open-world while making it more compelling to explore.
The Elder Scrolls 6is in development.
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