The Elder Scrolls 6: 11 Past Mistakes Bethesda Can't Repeat
1. Don't "Casualise" The Experience Even Further
Evident in everything from Fallout 4's dialogue system to the literal on-screen markers and various hovering checkpoints of Skyrim's quest design, aiming for a specific calibre of gamer introduces another tightrope of base appeal to walk during the development process.
Many were forced to think on just how accessible and simplistic Skyrim's quest structures have become when CD Projekt RED's Jonas Mattson called the game "casual", as though his comment was more routed in how story-driven The Witcher III would be, it's worthwhile to note Bethesda's increased popularity has resulted in a drastically more 'hand-holdy' design.
Needless to say, Fallout 4's 'streamlining' of past instalments conversation systems was a misfire, though it hints at the sort of audience size Bethesda are now targeting. Is Fallout the isolated experience of gradual world-building and character embodiment, or a fast-track to shoot Super Mutants and create settlements?
Consequently, will this mean a new TES follows in both Fallout 4's footsteps, and those of where Skyrim's Hearthfire DLC looked to go?