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Skyrim

Bethesda's open-world fantasy role-playing game, whose mod scene spawned The Forgotten City.

elderscrolls.bethesda.netApp Store3 sources2 tips

Where Skyrim comes up3 episodes and tests

Gcreator of Game Maker's Toolkit, speaking with The Forgotten City's designer and writer Nick Pearce testHow The Forgotten City Creates The Perfect MysteryGcreator of Game Maker's Toolkit testLegend of Zelda: Breath of the Wild - An Open World AdventureGcreator of Game Maker's Toolkit testThe Magic of the First Legend of Zelda
In short

Skyrim's mod scene produced The Forgotten City, a hugely popular 2015 mod that later became its own game. The sources use Skyrim mainly as a contrast: its split between following quests and exploring is weaker than Zelda 1, where exploring is the quest. The Forgotten City also kept Bethesda's wonky combat. Lesson: avoid quest-versus-explore splits and mismatched carried-over systems.

At a glanceZelda 1 merges quest and exploring; Skyrim forces a choice
Skyrim
  • Follow the quest
  • Or explore freely
  • Player must pick one
Zelda 1Won
  • All curious exploration
  • Never know what's next
  • No choice to make

Merging quest and exploring removes the tension between goal and wandering

From Skyrim page, Zelda 1 comparison quote

What was said about Skyrim

  • Skyrim makes players choose between following a quest and exploring. In Skyrim the player must pick between following a quest and freely exploring. Zelda 1 removes that choice because the whole game is curious exploration where you never know what comes next.

    Merging the quest and the exploring removes the tension between goal and wandering. The source quotes: "There's no such choice in Zelda 1 - it's just all curious exploration, never knowing what you might come across next."

  • Skyrim's mod scene produced The Forgotten City, but Bethesda combat came along. The Forgotten City began as a hugely popular 2015 Skyrim mod. The standalone game kept the wonky Bethesda-style combat, which is its one notable weak point.

    The rest of the design is built tightly around talking, exploring and investigating, so the clunky combat jars against it. The lesson is not to bolt on systems that clash with the strengths of the design: "did we really need to bring wonky Bethesda combat over from the mod?"

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