What is the point of an Elder Scrolls game?
Why did a team of game developers who set out to make a schlocky, plotless combat sim follow a trail of feature-creep-as-inspiration until the result didn’t just clash with their design document–it clashed with the packaging they’d already ordered? What did they suspect that made them take that kind of risk?
Why did Skyrim become not just game of the year, but game of about five straight years in a row?
Why should it come to pass that Nexus has ten mods for a hugely successful open-world game where you play freaking Batman–and forty thousand for a game where you yell at dragons? (Sure, it has a robust toolset–but Fallout 4 doesn’t as of this writing and it’s still got more mods than any non-TES or Fallout game on the market. Having a toolset is no guarantee you’ll get mods, and having no toolset is evidently no guarantee you won’t.)
How does Bethesda do it?
Continue reading 〉〉 “The Altered Scrolls, Epilogue: Bethesda’s Freedom”
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