Elder Scrolls co-creator believed bugs were a necessary evil for Bethesda's massive RPGs: "I think the trade-off has proven to be acceptable by the fans"
"This kind of game is difficult to test because you simply cannot duplicate every test instance"
Weekly digests, tales from the communities you love, and more
You are now subscribed
Your newsletter sign-up was successful
Want to add more newsletters?
Join the club
Get full access to premium articles, exclusive features and a growing list of member rewards.
Every time a Bethesda RPG launches, even the studio's most stalwart fans know to prepare themselves for an array of bugs ranging from the amusing to the infuriating. But that's not a modern problem, as the bugs have been around ever since the first Elder Scrolls title launched way back in 1994. Series co-creator Vijay Lakshman figured these issues were more or less inevitable when you built RPGs of this scale.
"The Elder Scrolls was (and continues to be) a very complex system of statistical generation of appropriate events," Lakshman, who served as lead designer on The Elder Scrolls: Arena, said in an interview for the January 2014 issue of GamesTM. "This kind of game is difficult to test because you simply cannot duplicate every test instance. That being said, this system gives you an open-ended world and allows a player to play infinitely. I think the trade-off has proven to be acceptable by the fans."
Arguably, the glitches were a lot worse in the '90s, when players weren't guaranteed to have internet access and you didn't get patches automatically distributed through a launcher like Steam. Bethesda did issue some patches, and those were rolled into the later Deluxe Edition release, but many of the players who bought the buggier launch version of the game were simply out of luck.
Article continues below
Still, Bethesda might've earned a little slack because of how small it was at the time. "Back then we had small testing budgets and most of the testing was done by me and a small team of high school interns," Lakshman explained. "It was both crazy and inspiring that such a small team could've gotten so much done in a relatively short space of time."
In fact, the company was so small at the time of Arena's launch that the devs packaged and shipped the RPG themselves, another anecdote that Lakshman shared in the same interview. Bethesda has obviously grown enormously in the years since Arena launched, and so has The Elder Scrolls itself, moving from procedurally generated expanses to the massive, hand-crafted worlds of Morrowind, Oblivion, and Skyrim.
But by now, we've been waiting for The Elder Scrolls 6 for well over a decade. Bethesda's clearly no longer under the same time crunch that Lakshman and the rest of the original team were, and maybe that means TES6 will be a little more polished than its predecessors at launch. I wouldn't hold my breath for a truly bug-free experience, though.
Here are all the upcoming Bethesda games you need to know about.
Weekly digests, tales from the communities you love, and more

Dustin Bailey joined the GamesRadar team as a Staff Writer in May 2022, and is currently based in Missouri. He's been covering games (with occasional dalliances in the worlds of anime and pro wrestling) since 2015, first as a freelancer, then as a news writer at PCGamesN for nearly five years. His love for games was sparked somewhere between Metal Gear Solid 2 and Knights of the Old Republic, and these days you can usually find him splitting his entertainment time between retro gaming, the latest big action-adventure title, or a long haul in American Truck Simulator.
You must confirm your public display name before commenting
Please logout and then login again, you will then be prompted to enter your display name.