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Top 3 bruce nesmith News Today

#1
Skyrim lead praises Todd Howard for trying 'desperately' not to micromanage and be a ‘bottleneck’, even though he still 'does what he calls seagulling where he swoops in and changes things'
#1 out of 3

Skyrim lead praises Todd Howard for trying 'desperately' not to micromanage and be a ‘bottleneck’, even though he still 'does what he calls seagulling where he swoops in and changes things'

  • Nesmith describes Todd Howard as someone who works hard to not be a bottleneck, yet still intervenes in key decisions.
  • Nesmith says Howard tries to avoid micromanaging but will 'seagull' in to change things when needed.
  • Nesmith emphasizes Howard's involvement in Skyrim’s magic and character systems, with freedom on underlying work.
  • Nesmith frames Bethesda’s large-scale projects as inherently difficult to decouple from leadership influence.
  • Howard's involvement in Skyrim's major updates, like the magic system, is contrasted with team autonomy elsewhere.
  • The interview places Howard's leadership within Bethesda's culture and large, moving parts of its games.
  • Nesmith notes Howard’s ongoing influence on Skyrim’s design and team dynamics during Bethesda’s era.
  • The piece highlights Nesmith's Loki Redeemed works and his departure from Bethesda.
  • The interview places Todd Howard within Bethesda's broader leadership narrative and Starfield context.
  • The article frames Howard as a central, though imperfect, driver of Bethesda’s creative direction.
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#2
Skyrim lead designer's biggest lore regret is *checks notes* one of the coolest things the series has ever done
#2 out of 3

Skyrim lead designer's biggest lore regret is *checks notes* one of the coolest things the series has ever done

  • Nesmith calls the Dragon Break lore moment in TES a significant turning point, noting its creative potential.
  • The article explains Dragon Break as a lore mechanism where time becomes chaotic across TES titles.
  • Nesmith argues that allowing multiple endings without resolution can cause lore issues.
  • The report notes the lasting fan interest in Morrowind despite Nesmith's comments.
  • The piece highlights Nesmith’s stance on where TES should go with Daedric lore and realms.
  • The article references broader TES lore discussion including Whispered lore details and time-warp concepts.
  • The piece mentions that Nesmith’s comments have sparked fan re-engagement with TES lore
  • Nesmith suggests that time-divergence could influence future TES narratives and endings.
  • The article places Nesmith within the broader TES lore conversation and open-world engine debates.
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#3
Skyrim lead designer says the next Elder Scrolls should look at how Baldur’s Gate 3 made things ‘meaningful,’ because ‘the gaming community has spoken’
#3 out of 3

Skyrim lead designer says the next Elder Scrolls should look at how Baldur’s Gate 3 made things ‘meaningful,’ because ‘the gaming community has spoken’

  • Nesmith argues the next Elder Scrolls should learn from Baldur's Gate 3 to make player choices feel meaningful.
  • He wants a more dynamic world where actions have lasting impact beyond quests.
  • Nesmith emphasizes the world should feel dynamic and not bogged down by overt micromanagement.
  • Nesmith notes he no longer works at Bethesda but would pursue decisions that increase meaningful player impact.
  • Nesmith points to 'put your toys away' as a design principle to reset storytelling while keeping room for meaningful choices.
  • The interview highlights the broader aim to balance mass appeal with deeper player agency.
  • The discussion centers on Bethesda's direction for The Elder Scrolls 6 and future titles.
  • Nesmith references the potential shift away from heavy RPG complexity to better suit contemporary audiences.
  • The piece frames Nesmith's thoughts as a blueprint for future Elder Scrolls projects.
  • The interview underscores the ongoing debate about how to modernize Bethesda's approach while preserving core RPG elements.
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