Still played by millions, Bethesda’s 2011 fantasy RPG has become a touchstone in the video game world. Game director Todd Howard reflects on its development and legacy

Is there anyone who’s played video games over the last 10 years who hasn’t played Skyrim? When it came out in 2011, this must surely have seemed to the outside world like one of the nerdiest games around: potions and spells, axes and swords, dark elves and giants and, of course, dragons. But Skyrim nevertheless became one of the most widely played games ever, a touchstone in the video game world, for players and developers alike. It has been re-released on every console and platform imaginable, to the point where it’s become a gaming in-joke. It’s still huge on YouTube and TikTok, even with people who were little kids when it came out. At a wedding a few weeks ago, I met someone whose wife had played Skyrim as her first ever game; a decade later, she’s still playing it.

Skyrim was made at Bethesda Game Studios by a team of around 100 people – far fewer than the 400-strong team working on its forthcoming game, Starfield. Coming straight from wrapping up development on Fallout 3, a post-nuclear-apocalypse role playing game, the team quickly found a tone and direction that they were excited by. Unlike The Elder Scrolls IV: Oblivion (2006), a glossy, classical high-fantasy set in the most gilded area of the world of Tamriel, Skyrim is grimy and cold. Its aesthetic is more Nordic: furs and leather, snow and stone. If Oblivion felt like a Roman legend, and its intriguingly weird predecessor Morrowind resembled a tattered novel from an unknown author plucked from the back of the fantasy shelf at your local library, Skyrim is like one of those brutal Scandinavian folk stories where someone always gets an axe to the head.

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