Skyrim‘s ethos is a re-evaluation of Oblivion‘s goals, focuses, and idiosyncratic approach to player freedom. It comes down to what a player is supposed to be able to seamlessly do–and what they aren’t.
Oblivion was ruthless in comparison to its predecessor: it re-organized, simplified, nudged, and foolproofed in order to let any character do anything they wanted. The base game contained no contradictory factions, no NPCs that could be killed inadvertently to terminate a questline, level scaling to make almost all content instantly available, and no stat requirements for advancement. Bethesda allowed one build to seek out a variety of experiences, from the Hitman-lite stylings of the Dark Brotherhood to the heist-styled Thieves’ Guild to the clamor and glamour of the Arena. Although its strict level scaling locked underpowered characters out of just about everything–a critical flaw, to be sure–the developers were largely successful.
Skyrim‘s approach is superficially similar. Like in Oblivion, most of the content can be immediately accessed by a dedicated character. Like in Oblivion, the game offers a variety of factions and quest types to every character without forcing players to choose. But there’s a critical difference, and one that’s arguably generated most of the game’s popularity and controversy: where Oblivion permits one character to access most of the game’s content, Skyrim permits one playstyle to access most of the game’s content.

Continue reading 〉〉 “The Altered Scrolls, Part 16: Goals and Failures”
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