It’s vast – almost unbelievably so when you first load the game, sharp mountain peaks piercing the horizon in every direction.
Situated to the north of Cyrodil, Skyrim is a harsh, chilly land full of harsh, chilly people. That’s why players have spent hundreds of hours playing Skyrim without even touching the main quest, avoiding the drab prophecy entirely and instead getting lost in the world. And as such roleplay – not necessarily in the sense of character sheets, though Skyrim’s blank-slate hero never rejects your backstories – feels natural, a refreshing change to RPGs that cram moral choice down your throat.
The weight of the game’s history, lore and activity is so overwhelming that the player can only make sense of it through selection.
Many studios fill their worlds to bursting with collectibles hoping to make them live Bethesda instead filled Skyrim with culture and quests. Richly layered with tiny tales, almost everything in Skyrim feels like it has a story, or hides a secret: the roaring fire of a giant’s camp, the stone tower of a bandit hideout beckoning you to uncover more. No, Skyrim endures precisely because its central quest and character are disposable, fading away while its detailed world creates a framework for roleplay. While a suitably lofty premise for any RPG, it has nothing to do with why Skyrim continues to hover in the top 20 of the Steam charts a little over three years after its release.
Players became the Dovahkiin, last of the Dragonborn, the final remnant of a people with the blood and soul of a dragon but mortal bodies, and prophecy had it that they would save all Tamriel by defeating Alduin, Nordic god of destruction. Ostensibly, The Elder Scrolls V: Skyrim was about the type of tale that’s been told thousands of times before, a story of a hero by birthright bound by fate on a journey from lowly origins to world’s saviour. To Learn About The Ultimate Skyrim Leveling Guide, Click Here!