The Elder Scrolls 6: Sentinel has an enormous legacy to contend with, and character progression is likely to be one of its most consequential design decisions. Bethesda has changed its approach to player growth before, most notably in the transition from The Elder Scrolls IV: Oblivion to The Elder Scrolls V: Skyrim. Comments Todd Howard made in 2011 explain why that shift happened: the studio wanted to prevent players from spending hours on a character only to feel they had made an irreversible and poorly informed choice.
That concern remains highly relevant. Skyrim's streamlined advancement system became a defining part of its accessibility and enduring appeal, but RPGs have evolved substantially in the roughly 15 years since its launch. The next Elder Scrolls will arrive in a landscape shaped by games that offer both broad experimentation and highly specialized character builds. Whether Sentinel preserves Skyrim's approach, builds on it, or takes another route entirely could say a great deal about Bethesda's view of modern role-playing design.
The Oblivion problem Bethesda wanted to solve
In a Spring 2011 interview with Official PlayStation Magazine, Howard described a specific issue Bethesda had recognized in Oblivion's opening hours. Players created a character, selected their appearance, and began adventuring while gaining skill experience through their actions. Later, however, the game asked them to choose a class and designate major skills.
The intention was understandable. Oblivion's class structure was meant to give players a role-playing identity and establish which abilities would define their character. A player leaning toward stealth, for example, could select a class built around sneaking, archery, security, and related skills. Someone playing a heavily armored fighter could choose a different set of priorities.
For useful background on this topic, read Toada Brava Kickstarter Nears Its Goal as Final Days Begin.
Yet the timing created a problem. Players who did not realize an important class-selection screen was coming could simply continue playing naturally. They might improve skills that suited their immediate actions, then make a class choice later without fully understanding its long-term consequences. After more time with the game, some would decide they had picked the wrong specialization.
"You get this loop of playing the game for three hours, then realizing that was a waste of time," Howard said while reflecting on the experience.
That is a familiar frustration in RPGs, especially ones with dense systems and limited early-game explanations. A meaningful choice can feel satisfying when players understand what is at stake. The same choice can feel punishing when it arrives unexpectedly, before someone has had enough time to learn which weapons, magic schools, activities, or role-playing styles they actually enjoy.
Howard's point was not that players should never make consequential decisions. Rather, Bethesda did not want a system that prompted players to restart because they believed their first few hours had been invalidated by a choice they were not prepared to make. From a developer's perspective, that outcome represented lost momentum at the very moment an open-world RPG should be encouraging discovery.
Skyrim replaced classes with behavior-driven growth
Skyrim's solution was to remove the formal class selection. Instead of asking players to declare which skills mattered most after they had already started their adventure, it allowed use to guide progression. Skills improved through relevant actions, and increases across the character's skill set contributed toward level advancement. When players leveled up, they could choose health, magicka, or stamina, while perk points let them invest further in the abilities they personally wanted to develop.
The principle Howard described was simple: keep playing, and the game will recognize what has become important to the player. A warrior who regularly uses one-handed weapons, blocks attacks, wears heavy armor, and crafts equipment will naturally move toward a combat-oriented build. A player who sneaks through ruins with a bow can strengthen that style. Another who constantly casts spells can pursue a magical path without needing to have predicted that preference during character creation.
Howard called the change a more elegant leveling approach because it allowed room for experimentation without requiring a later declaration of intent. Players could test a weapon, try magic, pick locks, smith armor, or adopt a new tactic without worrying that a class screen had permanently categorized them too early.
That flexibility fit Skyrim's wider structure. Its world continually offered distractions, faction stories, caves, crafting, dragon encounters, and wandering exploration. The game encouraged people to follow curiosity rather than adhere to a narrowly defined role. The expanded quest framework also helped support that feeling of freedom, ensuring that many activities could lead to new opportunities rather than dead ends.
Freedom came with its own trade-offs
Skyrim's system did not eliminate every progression concern. Because almost any skill could be trained through repeated use, players could potentially raise their overall level in ways that did not perfectly match their combat effectiveness. A character who spent a great deal of time crafting, sneaking, or using other non-combat skills might face tougher opponents without having made equivalent investments in direct fighting tools.
Its perk trees also made individual choices matter, even if the game did not lock someone into a class. Investing points in one branch could mean having fewer points for another, and some perks demanded previous investments or higher skill levels. Still, the core advantage remained: a player was rarely told that their character concept had been invalidated because they had selected the wrong formal archetype at the start.
That distinction is important for Sentinel. Bethesda's next fantasy RPG will need to decide how much friction belongs in character building. Too little commitment can make builds feel interchangeable and reduce the excitement of developing a distinctive identity. Too much commitment can turn experimentation into a trap, particularly for newcomers who have not yet learned the game's systems.
Modern RPGs have raised the stakes for Sentinel
The gap between Skyrim and The Elder Scrolls 6 is extraordinary. Oblivion and Skyrim arrived only a few years apart, allowing Bethesda to respond relatively quickly to lessons learned from its previous game. Sentinel, by contrast, follows Skyrim after a much longer interval. That time has given the genre ample opportunity to explore different answers to the same progression questions.
The Witcher 3: Wild Hunt demonstrated how a character can retain a strongly authored identity while still offering meaningful build choices through abilities, equipment, and preparation. Elden Ring gives players enormous freedom to explore but also supports intense specialization, allowing attributes, weapons, spells, and equipment requirements to shape very distinct builds. Kingdom Come: Deliverance 2 likewise illustrates an appetite for RPG systems that ask players to commit to particular strengths and play styles.
Those games do not all pursue the same design goals, and The Elder Scrolls has traditionally valued a different kind of open-ended player expression. Even so, Sentinel will be judged in an environment where players expect both freedom and depth. They may want the ability to change direction after learning what they enjoy, while also wanting choices that make a battlemage, thief, ranger, or warrior feel mechanically different.
Starfield offers one recent, imperfect comparison
Bethesda's more recent science-fiction RPG, Starfield, moved toward gated progression in some areas. Certain abilities require players to unlock them before they can advance them further, placing clearer barriers around access to particular mechanics and specializations. That approach can give skill choices more weight, but it also changes the relationship between action and advancement.
Skyrim's philosophy was largely reactive: play in a certain way and the related skills rise. A gated skill framework is more prescriptive: select the skill first, then meet its advancement requirements. Neither model is automatically better. The first can feel intuitive and accommodating, while the second can offer more deliberate build planning and a stronger sense of earning advanced capabilities.
It is unclear which lessons Bethesda will carry forward into Sentinel. There is no reason to assume its progression system will simply reproduce Starfield's structure, nor should players expect a straightforward Skyrim repeat after such a long development gap. The next Elder Scrolls may combine elements of both approaches, introduce more opportunities to reorient a build, or find an entirely different way to make early choices understandable without making them meaningless.
A key test for Bethesda's next fantasy world
The first piece of lore associated with The Elder Scrolls 6 points to Hammerfell and is dated five years after the events of Skyrim. Beyond that early setting-related clue, major details about Sentinel remain limited. Character progression, however, will be central no matter where the game takes players or what threats define its story.
Howard's 2011 explanation remains useful because it identifies a foundational Elder Scrolls principle: players should be able to discover who they want to be through play. Skyrim embraced that idea by removing the class-selection regret that had affected some Oblivion players. Sentinel's challenge is to preserve the spirit of that freedom while meeting modern expectations for richer, more intentional RPG development.
If Bethesda can make experimentation feel safe without making every decision feel weightless, it may arrive at another elegant solution. Given the years of anticipation behind The Elder Scrolls 6: Sentinel, that balance will be among the most important quests the game has to complete.
Community
Discussion
Start the conversation.
No comments have been posted yet.