
I think one of the things that works, because our games aren’t multiplayer, is that when you talk about the game with somebody else, you can compare things you did and they’re very different. There are so many areas that we put work into that people don’t see, so it’s not necessarily just this particular quest line. You know, we’d like people to finish our quests. I think it’s up to us to make all of those avenues meaningful for what they are. As opposed to saying, “Here’s all of the beats that you must hit.” They know if they want action, or they want downtime, or they want to talk to characters. I’m a believer that players are good self-directors, and I think one thing that’s good about video games is they can direct their own experience. If someone’s playing the game and enjoying themselves, that’s all we want. I think in general it’s a positive thing. I assume most only see a fraction of the content. It’s such a big thing, such an easy-to-get-distracted thing. There are so many things that can distract you and tickle your curiosity that you end up, even when you’re working on the game, not accomplishing what you set out to do or to play that evening.

Even when we’re playing it in the office, if we have a goal, we’re trying to test certain quests.


Todd Howard: It’s a very common thing, I’d say, with all of our games. I played Skyrim for hundreds of hours, but I’ve never finished the central story. Here’s a lightly edited version of our chat. The Special Edition includes the critically acclaimed game and add-ons with all-new features like remastered art and effects, volumetric god rays, dynamic depth of field, screen-space reflections, and more.I spoke with the game’s director (and jumbo-sized roleplaying genre doyen) Todd Howard. Winner of more than 200 Game of the Year Awards, Skyrim Special Edition brings the epic fantasy to life in stunning detail.
