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“We don’t want that scenario”: Skyrim had to change a major Oblivion problem, says Todd Howard
Todd Howard said Bethesda changed Skyrim’s levelling system after players found they could regret choosing skills in Oblivion. Skyrim instead lets abilities develop through play, aiming to prevent players from restarting after hours because they had selected the wrong skills.
In a 2011 interview, Howard described Oblivion’s character creation as asking players to choose a class and important skills after they had already begun playing. The article argues that Skyrim’s more flexible approach helped create a sense of freedom, while suggesting The Elder Scrolls 6 will need to respond to major changes in role-playing games since Skyrim’s 2011 release.
In short
- Oblivion players could regret their skill choices hours into a game.
- Skyrim made levelling reflect how players actually played.
- The Elder Scrolls 6 faces a very different RPG landscape.
Steelman: both sides, in good faith
The strongest fair case each way — we don't pick a winner.
The case for
Skyrim’s flexible levelling makes it easier for players to shape a character through the choices they actually make in play, rather than risk being locked into an early decision they later regret. That can support experimentation, reduce frustrating restarts and make the world feel more open to different play styles.
The case against
A fixed class and skill choice can give characters clearer identities and make early decisions feel consequential, which some players value as part of role-playing. Greater flexibility may weaken those trade-offs or make characters feel less distinct, so preserving the option to commit to a build could serve players who prefer more structured progression.