The Elder Scrolls VI: 10 Things It Must Learn From Fallout 4

9. Easily Understandable Weapon/Armour Customisation

Just look at that system - it's sublime, isn't it? Basically, crafting should be far more of an interesting element in the world of gaming than it is. As it stands, most people reconcile crafting as something that just doesn't 'matter' to the progression of their character, assuming that if a quest item, weapon or piece of armour etc. is important enough, they'll receive it at some point anyway. However, recently The Witcher 3 proved just what fun you can have by instantly pulling up all manner of crafting diagrams, figuring out which ingredients you need, and then spitting out increasingly more powerful weapons, unique and fancy armour types etc. - and it's something that you can tell Bethesda have implemented in Fallout 4 to a tee. Why keep stockpiling naff swords and scuffed pieces of armour when you can melt them all down and produce one almighty blade-deflecting piece of kit instead? Crafting is at the heart of the million-selling Monster Hunter franchise, it'll be the core pull of space-exploration magnum opus No Man's Sky - and although it was present in Skyrim, there weren't any visual accompaniments or 3D modelling effects at hand to make seeing what you could make all that fun.
Gaming Editor
Gaming Editor

WhatCulture's Head of Gaming.