Many RPGs have come and gone in the time sinceSkyrim, and some have left a significant mark on the gaming landscape, whichThe Elder Scrolls 6would be wise to learn from.The Witcher 3captivated a huge audience with its layered, branching narratives, andBaldur’s Gate 3took character depth to a new level, but there is one recent example that has already been compared to Bethesda’s own catalog.

Atomfallimpressed many people as a double-A game that blended stealth, survival, and social pillars to immerse players in a world of intrigue. The conflicting motivations of characters and all the subtle ways they can be influenced have driven a lot of discussion from players, some of whom want to see the level of interactivity scaled up and applied to a larger project, which should beThe Elder Scrolls 6.

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Atomfall’s Choice and Consequence Should Provide the Blueprint for TES 6’s Social Systems

The Elder Scrolls 6 Could Make its Character Interactions More Impactful

What makesAtomfall’s small scale feel so aliveis how many variations there can be on one interaction. An NPC might divulge useful information if a player can prove it is worth their time, or they may spout nonsense that only misdirects. It is up to the player whether to trust an NPC, but that trust goes both ways, and a character may refuse to ever speak to the player if they make the wrong dialogue choices.

This naturally shuts down a new avenue for information, meaning the player must look for answers elsewhere.Atomfalluses these choices and their consequencesas a central part of the game’s design, putting the emphasis on the player to sort through the clues and get resourceful. The playable area of the game may be small, but it is interactions like this that bring depth and replayability, something thatTESfans have often remarked their series is missing.

A common criticism ofSkyrimcompared toMorrowindis that the game removed a lot of player choice.TheSkyrimcivil war questlinecould be played from either side, but the outcome of it could not be altered any more than that.Morrowindfocused less on grand narratives, like the civil war, and instead on the interpersonal drama and politics of Vvardenfell, having the player make many of the decisions, and crucially, suffer the consequences of their actions should they make a poor choice.

There has similarly been criticism leveled by some at theillusion of choice inFallout 4, where many argue that the studio’s pursuit of a cinematic approach to the story stripped out any meaningful ability to roleplay. When a dialogue option gives the player four ways of saying “yes,” it isn’t really giving them any choice.

Atomfall Could Hold the Key to Greater Player Freedom in The Elder Scrolls 6

This iswhat makesAtomfallso captivating. It is an experience unconcerned with railroading a player, because the game is confident that they will always find the tools they need to overcome the next roadblock. Players suffer the consequences of their failure, and the story becomes richer, which cannot happen if there is only one way to approach the narrative.

If a system similar toAtomfall’s could be expanded on by a company with the time and resources of Bethesda, it could make for a truly incredible, unforgettable story experience. In the case ofSkyrim’s civil war storyline, a player could play the politics of the Jarls against each other to achieve their side’s aims. They could, if they want, plunge the province into chaos and political deadlock, or alternatively have entire cities and factions turn against them if they failed to play their cards right.

There seems to be a lot of renewed interest in less marker-driven, more interactive gameplay in the RPG space over the last decade. The recentsuccess ofKingdom Come: Deliverance 2is proof that many players enjoy a game that will not hold their hand, and smaller titles likeAtomfallshow how aspects of that formula can be applied to a more Bethesda-style game. It is uncertain whenThe Elder Scrolls 6will release, but there is plenty of time for the game to surprise everyone and really come out swinging.