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  1. Games
  2. RPGs
  3. The Elder Scrolls

Former Skyrim dev says "a lot of the great stuff" in the RPG came from the devs having "quite a bit of freedom" to create what they wanted, even if it wasn't "on schedule"

News
By Catherine Lewis
Published 27 March 2025

Nate Purkeypile thinks this approach to development might not go down well at Bethesda now, though

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Fighting a dragon with a sword and shield in Skyrim
(Image credit: Bethesda Softworks)
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It sounds like the development of Skyrim was handled rather differently to how Bethesda approaches its RPGs now, as one former dev fondly recalls the "freedom to do what you want" that led to "a lot of the great stuff" in the iconic fifth Elder Scrolls game.

Speaking to PC Gamer in an interview at this year's Game Developers Conference (GDC), former Bethesda developer Nate Purkeypile – who worked as a world artist on Skyrim – speaks about the less strict approach to the creation of the 2011 RPG, noting that "we had quite a bit of freedom to do stuff." He points to the underground city of Blackreach, which "was not on schedule at all," and explains: "We just kind of did that on the side and put it in."

Similarly, the addition of the RPG's werewolves – which were actually "just dudes with dog heads" at the start – is the result of a side project from a dev who "took it upon themselves to make it awesome." He continues: "A lot of the great stuff within Skyrim came from having that freedom to do what you want, as opposed to a game with this whole 'checklist design' and 'design by committee.'"

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This style of development might not fly at Bethesda now, though, by the sound of it, as Purkeypile reckons "you would basically get in trouble for doing that" in the modern-day version of the studio. He suggests that this could be because the studio has expanded so significantly since those old days, noting that in a team of 500 people, it'd be "a mess" if "everyone is doing that." He continues: "But with, you know, 100 people? It's much more manageable, and where a lot of the interesting things come from."

Purkeypile left Bethesda in 2021 while spacefaring RPG Starfield was still in the works, so while he can't speak from experience about the current approach to development as the studio continues working on The Elder Scrolls 6, after working there for around 14 years, it's safe to say that he's got a very good idea of how things operate. Here's hoping that the next Elder Scrolls game still captures the magic that Skyrim did so brilliantly whenever it does finally release.

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  • Headshot of Todd Howard, executive producer and game director of Bethesda Game Studios. Image supplied to GamesRadar by BGS. Before Skyrim, Todd Howard said a "brute force" Fallout 3 system shaped the RPG's iconic open world
  • Starfield screenshot of animated series The Settled Systems showing grimacing soldier "We shouldn't have made it," says former Starfield lead about the "ambitious as hell" Bethesda RPG
  • A black and white picture of the Dragonborn during Skyrim. Skyrim and Fallout made Bethesda devs feel "safe" from mass layoffs

For more games like Skyrim, be sure to check out our roundup of the best RPGs.

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Catherine Lewis
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Deputy News Editor

I'm GamesRadar+'s Deputy News Editor, working alongside the rest of the news team to deliver cool gaming stories that we love. After spending more hours than I can count filling The University of Sheffield's student newspaper with Pokemon and indie game content, and picking up a degree in Journalism Studies, I started my career at GAMINGbible where I worked as a journalist for over a year and a half. I then became TechRadar Gaming's news writer, where I sourced stories and wrote about all sorts of intriguing topics. In my spare time, you're sure to find me on my Nintendo Switch or PS5 playing through story-driven RPGs like Xenoblade Chronicles and Persona 5 Royal, nuzlocking old Pokemon games, or going for a Victory Royale in Fortnite.

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