Skyrim's lead designer reckons releasing Elder Scrolls and Fallout games faster risks 'disappointing fans'
It's been a long time since we last saw an Elder Scrolls or Fallout game from Bethesda. Fallout 4 is now 11 years old, while it's been nearly 15 years since Skyrim—the same timeframe between that game and the release of Daggerfall in 1996. It's wild that two of gaming's most popular series have been left on the shelf for so long, and one of Microsoft's few understandable decisions lately is a resolution to make these games quicker.
But one former Bethesda designer urges caution on this front. Bruce Nesmith, Skyrim's lead designer who also worked on Oblivion and Starfield, thinks that going too hard could end up disappointing fans, as he explained to FRVR (via GamesRadar).
"There's an adage in software development about the process having three corners: resources, time and quality," Nesmith told the site. "The studio decides two of them, which determines the third. If you lock down the resources and the schedule, that decides the quality you will achieve. If you lock down the quality and the schedule, that determines the resources you will need to complete the project."
Further, Nesmith observes that "The three corners need to be roughly balanced. You can't ask the project to be done in a month by throwing a million people on it." Likewise, "allowing ten years for a project creates a cycle of endless reinvention and ultimate failure."
The problem faced by modern game developers—at least in the triple-A space—is that "resources in most big studios are already quite large". Modern game dev teams are typically in the hundreds, while budgets are in the hundreds of millions. Starfield, for example, had a core team of circa 500 and an estimated budget between $200-400 million. At that scale, pumping more money or people into the project is only likely to make it more unwieldy.
Consequently, in Nesmith's view, if you want Bethesda to make its games faster, the only solution is to cut resources. "In my opinion, the biggest risk of shortened schedules is quality, reduced features, polish or bugs," he explained. "The things that are done last end up getting set aside to complete the game on time. And, of course, faster dev times would result in faster sequels. But that's the wrong question. Those sequels risk disappointing fans."
The obvious solution would be to hand the various licenses to different developers. Microsoft, for example, owns both Bethesda and Obsidian—the developer of what most fans consider to be the best 3D Fallout game. Nesmith concedes that "if the right studio is available, it's a great solution". But that "you can't just hand it to anyone."
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He also believes that it's good to let a series "lie fallow" for a while. "A franchise that releases too many titles too quickly risks fan fatigue. Of course, too much time between releases can also be a problem."
At present, I would say that neither Elder Scrolls nor Fallout is at risk of receiving new games too regularly. But I nonetheless appreciate Nesmith's points here. You can't make these games happen faster just by throwing more money and people at specific projects, which could well be viewed as the solution when you have the resources of a company like Microsoft. Managing a project like that is a huge challenge, and even if you had an entire team dedicated to each series, it would still probably take five years minimum between the start of the project and its end.
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Rick has been fascinated by PC gaming since he was seven years old, when he used to sneak into his dad's home office for covert sessions of Doom. He grew up on a diet of similarly unsuitable games, with favourites including Quake, Thief, Half-Life and Deus Ex. Between 2013 and 2022, Rick was games editor of Custom PC magazine and associated website bit-tech.net. But he's always kept one foot in freelance games journalism, writing for publications like Edge, Eurogamer, the Guardian and, naturally, PC Gamer. While he'll play anything that can be controlled with a keyboard and mouse, he has a particular passion for first-person shooters and immersive sims.
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