Bethesda-veteran sier at nyinnspilling av The Elder Scrolls 3: Morrowind er usannsynlig
A remake of the beloved RPG Morrowind is unlikely, according to 17-year Bethesda veteran Bruce Nesmith. The former developer, who left the company in 2021 during the development of Starfield, expressed his doubts about the project in a recent interview. He cited significant technical and design hurdles that would make a modern version a challenge to produce, suggesting the company's resources would be better spent on a new story in the same setting.
In an interview with PressboxUK, Nesmith stated that the original source code for the game, released over two decades ago, may no longer exist, making a remaster far more complicated than it was for later titles. He contrasted this with the development of the Oblivion remaster, where the code was still accessible and could be compiled.
"The problem with doing Morrowind is that I bet they don't have the original code," Nesmith said. "The game is so old. I don't know if the original source code exists anymore. If it does, can you even compile it? When you’re looking at Oblivion, they still had the code. They could still compile it. Putting the code into the new version of the engine was a possibility."
— Bruce Nesmith
Beyond the technical issues, Nesmith questioned whether the gameplay of the original would meet the expectations of today’s players. He suggested that while nostalgia for the game is strong, the actual experience of its decades-old mechanics might not hold up to modern standards. He admitted to being responsible for some "cringe moments" even in Oblivion, a much newer game.
"Go back and play Morrowind and tell me that’s the game you want to play again. We all have these fond memories of things that were pivotal moments in our gaming fantasy histories that we absolutely move but you go back and play a 20 year old game and you will cringe... The reality of playing Morrowind would not stand the test of time, in my opinion."
— Bruce Nesmith
Instead of a direct remake, Nesmith proposed creating a completely new game within the Morrowind setting. He argued this approach would be a better use of a full four-year development cycle. This would allow the team to revisit the world with modern technology and design, keeping iconic elements like the giant crab palace but building a new story and avoiding the original’s aged mechanics.

Nesmith’s perspective is shaped by a long career at Bethesda, where he was the lead designer for Skyrim and a key figure in the development of its character systems. He championed the move away from complex stats and menus, a philosophy driven by Director Todd Howard's desire for an "interfaceless game." The goal was to get the character system out of the player's way so they could simply play. This led to the removal of attributes in Skyrim, a change Nesmith notes was barely noticed by the majority of players. The principle was simple: you get better at what you do by doing it.
This design choice highlights a deliberate shift in the series. Nesmith explained that Morrowind was a product of its time, when high fantasy was more popular. The move toward a more grounded, "lower level" fantasy in Oblivion and Skyrim was intentional, designed to meet the fantasy community where it was after the dominance of The Lord of the Rings. This change made magic and other fantastical elements feel more special against a backdrop of normality.

Looking toward The Elder Scrolls 6, Nesmith suggested it might be time for a change of scenery, proposing the elven Summerset Isles as a potential setting. This would allow for a return to higher fantasy and put the elves, who have often been secondary characters, at the forefront of the story. He praised the work done by The Elder Scrolls Online team in that region as a foundation to build upon. However, he cautioned against expanding the world too much, such as by adding new continents, which could raise the barrier of entry for new players.
Regarding the studio's technical backbone, the Creation Engine, Nesmith staunchly defended the decision to continue using and improving it rather than switching to an alternative like Unreal Engine. He argued that switching engines is a massive undertaking that would halt development for long stretches. The Creation Engine, he explained, is far more than a rendering engine; it's a deeply integrated system for data, function, and graphics. Years of development are baked into it. The more practical approach is to identify desired features from other engines and build them into the existing, familiar framework. He pointed to the difficult development of Fallout 76, where the engine had to be dramatically altered for multiplayer, as a case study in the challenges of major engine changes.
Nesmith also shared his thoughts on how The Elder Scrolls 6 could innovate. Drawing lessons from the success of Baldur's Gate 3, he emphasized the importance of making player choices feel meaningful and impactful across the game world. He noted that past Bethesda games intentionally "put the toys away," resetting the world after guild storylines, for example, to ensure all content was accessible in a single playthrough. He suggested it might be time to shake up that formula, requiring multiple playthroughs to see everything, thereby making each choice carry more weight. A more dynamic world, he believes, is what the gaming community now desires.
When asked about the biggest mysteries in Elder Scrolls lore, Nesmith pointed to the disappearance of the Dwemer as a secret best left unsolved. He compared it to Tom Bombadil in The Lord of the Rings, a fascinating mystery that is powerful because it remains a mystery. He stated he would only consider addressing it if the series were approaching its final installment.
Read also, following the recent release of Oblivion Remastered, Bruce Nesmith commented on The Elder Scrolls VI, suggesting the series should focus more on impactful player choices rather than character statistics.
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