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Skyrim Designer Bruce Nesmith Proposes Two Key Features for Elder Scrolls 6

Former lead designer Bruce Nesmith advocates for improved mount mechanics and functional ladder systems.

PC Gamer2 min

1Design Vision for Sentinel

Bruce Nesmith, the former lead designer of Skyrim, has publicly shared his specific hopes for the upcoming title, The Elder Scrolls 6: Sentinel. During a recent interview with The Examined Game, Nesmith highlighted two fundamental gameplay elements he believes require significant attention from the current development team at Bethesda Game Studios.

2Evolving Mounted Combat Systems

Nesmith identifies the implementation of mounts as a primary area for improvement. While Skyrim allowed basic horse riding, the designer argues that future iterations should offer more depth. He envisions systems where players can engage in combat while mounted or have their steeds actively participate in battles, moving beyond current limitations.

3The Challenge of Ladders

Beyond mounts, Nesmith expresses a desire for functional, climbable ladders in the game world. He notes that current titles rely on teleportation or static stairs, which limits environmental design. He argues that proper ladder mechanics would grant the art team more freedom to create complex, multi-layered vertical spaces for players.

4Technical Hurdles of Climbing

Implementing ladders is deceptively complex from a programming perspective. Developers must address numerous edge cases, such as how two characters interact on a single ladder simultaneously. Furthermore, the team must account for NPC pathfinding logic, as well as specific animations for characters taking damage or dying while in the middle of climbing.

5Historical Development Constraints

Bethesda has historically avoided complex ladder systems due to the high resource cost required to solve these technical problems. Programming time is a finite commodity, and previous development cycles prioritized other features over vertical traversal. Nesmith acknowledges that these decisions were legitimate trade-offs made during his own tenure at the studio.

6Impact on Level Design

The absence of climbing mechanics restricts how designers build interior and exterior environments. By relying on stairs or loading triggers, the architectural variety of dungeons and cities remains constrained. Introducing functional ladders would fundamentally change how players navigate verticality, allowing for more dense and realistic urban or cave layouts.

7Player and Designer Alignment

While the request for improved mounts resonates with a large portion of the player base, the focus on ladders is a more niche, designer-centric concern. Nesmith admits that his fixation on climbing mechanics is specific, yet he maintains that these small details contribute significantly to the overall polish of modern RPGs.

8Future Development Outlook

As development on The Elder Scrolls 6 continues, it remains to be seen if Bethesda will address these specific design requests. Nesmith, no longer directly involved in the project, offers these suggestions as an observer. Whether these features appear depends on the studio's current technical priorities and their approach to systemic immersion.

Original article: PC Gamer — Skyrim Designer Bruce Nesmith Proposes Two Key Features for Elder Scrolls 6