Skyrim still hangs in the conversation years after release, and its lead designer Bruce Nesmith thinks there is a simple reason: the team let players drive the experience. Speaking on the FRVR Podcast, Nesmith argued that modern games often slap on an “open world” label, but few capture the kind of player agency that keeps people coming back to Skyrim.
Nesmith told FRVR he was “eternally shocked” by Skyrim’s staying power. He recalled Todd Howard sharing concurrent player numbers over the years and his own reaction: “You’ve got to be kidding me? Seriously, ten years later.”
“We didn’t put anything off limits. We didn’t try to manage the experience … it was a player-driven experience. And very, very few games have mastered that because open world is now almost a cliché statement.” – Bruce Nesmith
That player-driven design shows up in the metrics: SteamDB lists tens of thousands of concurrent players on the Special Edition even years after release, far outpacing some remasters like Oblivion Remastered at the exact moment. Modders also keep the game fresh, creating massive additions that sometimes feel like whole new games.
Nesmith’s point is not that Skyrim is unlimited in every mechanical way – earlier Elder Scrolls entries had different freedoms – but that Skyrim’s world is dense with moments meant to be discovered by exploration rather than forced by gated systems. Those small, surprising encounters stack into an experience players feel they found themselves, not one the game shepherded them through.
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