The Elder Scrolls 6has a huge legacy to live up to, and stepping out ofSkyrim’s shadow will be an enormous task for Bethesda.Fallout 4demonstrated just how difficult this would be, receiving less critical acclaim than the lastElder Scrollsgame despite attempting to expand upon its formula with a voiced player character and a more focused story.

While there are plenty of lessons to be taken away fromFallout 4’s shortcomings, there are also a few to be taken away from the key areas in which its experimentation succeeded. IfThe Elder Scrolls 6is going to live up to the hype, it will need to play its cards very carefully.Fallout 4presents one such way that the nextElder Scrollsgame can do just that.

Fallout 4 - Nick Valentine walking

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Fallout 4’s Followers

At the start ofSkyrim, player companions are one of the most immersive aspects of the game. If players help Sven or Faendal in Riverwood, they can accompany the player up to Bleak Falls Barrow or on any number of theSkyrimside queststhey might go on. However, while the companions are often made available as followers by completing their quests, after they have joined the Dragonborn, they essentially fall back into defaults based on their voice actor and have no further implications for the story.

WhatFallout 4did very well was introducing characters as followers and continuing to develop them as the player progressed in their relationship. A great example isNick Valentine, the synth detective who the Sole Survivor helps learn about his past, tracking down the vault of the gangster who was responsible for the death of his human body.

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The mistakeFallout 4makes is attempting to add too much depth to its player protagonist.TheFallout 4playeris always a military veteran, always in a heterosexual relationship, always has a child, and always speaks in a standard American middle-class accent. This makes the opportunities for immersing the player in the character extremely limited for anyone who wasn’t already planning to play into such an archetype.

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Creating Compelling Companions

The same does not apply, however, to companions. Increasing the specificity of companion characters’ personalities and giving them developing arcs only gives the player more opportunities to roleplay as that relationship develops. This can be integrated into the world in a way that doesn’t even require the developer to write an immense amount of additional quests if done properly. Lets say, for example, that when arriving inRiverwoodthe player is able to convince Sven to join them on the quest to Bleak Falls Barrow by telling him that it would make a good song for the bard on his return.

Then, after returning to Riverwood, the love triangle quest is activated by the fact that Sven leaving town to adventure with the player gave Faendal an opportunity toromance Camilla Valerius. As such, Sven’s request to pass Camilla a forged letter from Faendal takes on a whole new meaning in the context of te player’s relationship, which is already more developed at this point.

This design would also make the quest feel like a result of the player’s actions. Now, instead of simply choosing which lover to side with as in the original game, the player is made to choose between their own loyalties and their sense of morality, simply by reorganizing the quest rather than rewriting the premise oradding far more content toSkyrim.

The Elder Scrolls 6is only going to step out ofSkyrim’s shadow if it gives players some seriously memorable characters and roleplaying opportunities.Fallout 4, for all its flaws and plot-holes, showed how that was possible with companions in an open-world game. While there’s much from the lastFalloutto leave behind, it’s one lessonThe Elder Scrolls 6needs to learn if it’s going to eclipse the previous game and make as big a splash asSkyrimdid almost ten years ago.