Retired Lead Designer of 'Skyrim' Says He Needs Todd Howard's Approval Except for 'Bethesda's Usual Way': 'He Doesn't Think It's True, But Unfortunately It Is

General
Retired Lead Designer of 'Skyrim' Says He Needs Todd Howard's Approval Except for 'Bethesda's Usual Way': 'He Doesn't Think It's True, But Unfortunately It Is

I loved Starfield; I hated Starfield" Perhaps you can thank Todd Howard for a recent chat between MinnMax and Skyrim lead designer Bruce Nesmith about Bethesda's organization and structure. clarified. To Howard's credit, however, it seems to be against his own wishes. [The retired Nesmith told Ben Hanson of MinnMax, "All decisions are made through Todd.

In Nesmith's defense, it really sounds like the relative, oh, similarity of Bethesda's games over the last decade or so can be attributed, to a significant degree, to Howard's weight in the company." If one wants to have something different than "Bethesda's usual" in a particular aspect, or if one has something to suggest, it has to come before him somehow.

"I give him full credit," Nesmith later continued. "He has tried really hard not to be the 'last speaker,' [but] it hasn't worked out that way. I don't think that's what he wants intellectually; I think it's a result of the fact that he has an opinion and that opinion is valuable."

This comment, Nesmith says a little later in the interview, Howard "has a trait that none of the others have been able to do. It would certainly explain the general trend of everything Bethesda has produced since "Oblivion."

During this period, the studio has delivered several hits. The notion that Bethesda, at least since the mid-2000s, has made the "average player's perspective," via Howard, central to all major decisions, says several pieces about the development of its design philosophy beautifully.

It is also not difficult to understand why that particular superpower of Howard's ultimately becomes a bottleneck for the entire firm. Even if Howard does not want to be the alpha and omega of Bethesda's decisions on a personal level, following his lead has historically produced great success.

It can also cause problems beyond the disappointment of gronads like me whose ears perk up every time someone whispers "Morrowind" into the mountain wind. Nesmith told MinnMax that Bethesda's growth and the Covid-19 pandemic really exposed the weakness of Howard-centric decision-making. [When you're running six different studios and have a dozen projects, usually only one really big one going on at a time, but he's one guy and he doesn't have the face time to do that anymore.

Perhaps it is no wonder that some of Bethesda's old-timers, including Nesmith himself, have quietly left the company recently, and even Howard himself is talking about his eventual departure. It is only my opinion, based on what Nesmith said in an interview, but I can't help but think that leaving all the important choices to Howard is limiting Bethesda's growth as a company, as well as being quite a burden on himself.

I often think of the oral history of "Morrowind" in Polygon, where Michael Kirkbride, concept artist and writer (and author of the wonderful "36 Lessons of Vivec"), tells Howard " story about passing "strange" ideas through.

Kirkbride wanted to fill "Morrowind" with strange monsters, but he knew that anything too outlandish would scare his boss. So what he did was to draw two versions of every monster: "The weird ones and the ...... the fucking crazy one." He showed the second one to Howard, was rejected, and then came back to draw the first one. [If I were a developer at Bethesda, I would be a little embarrassed to try to take a crack at Todd Howard. If I were a developer at Bethesda, I would be a little embarrassed to try to take a crack at Todd Howard.

.

Categories