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— CH. 1 · INTRODUCTION —

The Elder Scrolls V: Skyrim

~8 min read · Ch. 1 of 8
8 sections
  • The Elder Scrolls V: Skyrim shipped seven million units in its first week of release, and within two years had crossed twenty million sold. That was 2011. By June 2023, the number had climbed past sixty million. No other single-player fantasy game has stayed in conversation with the culture for so long, across so many platforms, through so many re-releases. What explains that pull? The answer lies in how Bethesda Game Studios made a world that people don't just play through but inhabit, and how a team of roughly a hundred people built something that later developers of games like Valheim and The Legend of Zelda: Breath of the Wild would name as a direct influence. This documentary follows the decisions that shaped Skyrim: the design arguments, the technical bets, the unlikely cast of Academy Award nominees lending their voices to a fictional civil war, and the meme that made one throwaway line of NPC dialogue into a cultural artifact.

  • Art director Matt Carofano described the design philosophy behind Skyrim's landscape as "epic-realism," a deliberate departure from what he saw as the generic European fantasy of its predecessor, Oblivion. Director Todd Howard had grown frustrated with Cyrodiil, calling it comparatively less interesting, and wanted to recapture what he called the "wonder of discovery" that players had found in Morrowind. The solution was to set the new game in the northernmost province of Tamriel, a cold and mountainous region that inflated the sense of scale even though the raw geographic footprint was similar in size to Cyrodiil. Mountains made the world harder to cross and more surprising to navigate. The team divided the land into nine administrative sections called holds, attempting to make each feel topographically distinct. In Oblivion, a single team member had designed all the dungeons. For Skyrim, eight people worked on the game's 150 dungeons, and the result was 244 quests alongside over 300 marked points of interest, plus numerous unmarked locations scattered across the wilderness. Reviewer Tom Francis of PC Gamer noted it was difficult to walk for a minute in any direction without finding an intriguing cave, a lonely shack, some strange stones, a wandering traveller, or a haunted fort.

  • Skyrim runs on Bethesda's Creation Engine, forked directly from the Fallout 3 codebase after that game shipped in 2008. The engine allowed draw distances far beyond what previous Elder Scrolls games had achieved. Howard described a specific demonstration: a player can examine a small object like a fork in close detail, then look up at a distant mountain and actually run to its summit. Dynamic lighting let any structure or item cast shadows, and Bethesda replaced the third-party SpeedTree system with their own technology, which gave individual branches of trees physical weight so they would move realistically in wind. That same wind system was extended to rivers and streams. Because so much of Skyrim's landscape is covered in snow, the team built dynamic snowfall that accumulates on terrain rather than being rendered as a static texture. For character animation, the team used Havok's Behavior toolset, which smoothed transitions between walking, running, and sprinting. It also changed how conversations worked: in Oblivion, time froze and the camera zoomed in on an NPC's face whenever the player spoke to someone. In Skyrim, NPCs could move and gesture naturally throughout the whole exchange.

  • Composer Jeremy Soule had worked on both Morrowind and Oblivion before returning for Skyrim, but the main theme was something new. Howard envisioned the piece as The Elder Scrolls theme sung by a choir of barbarians. Soule recorded a 30-man choir singing in the fictional dragon language, then layered three separate recordings to create the sonic impression of 90 voices. The game shipped with four audio CDs on the 11th of November 2011, and a digital version followed on iTunes on the 31st of January 2013. Concept artist Adam Adamowicz developed the Draconic language itself, building a 34-character runic alphabet and expanding the lexicon whenever the studio needed to say something new in the dragon tongue. The voice cast extended far beyond the fictional language. Over 70 actors delivered more than 60,000 lines of dialogue, and casting director Timothy Cubbison shaped a full cast that included three Academy Award nominees: Max von Sydow, Christopher Plummer, and Joan Allen. Additional high-profile actors included Charles Martinet and Lynda Carter. The soundtrack was sold through Jeremy Soule's own distributor, DirectSong, with Soule autographing every physical copy ordered through that service.

  • By the 1st of November 2011, ten days before the official release date, a copy of the Xbox 360 version had leaked onto the internet. On November 7, the Netherlands began selling the game early. Australia's stores followed on November 10. When the game officially launched on November 11, it broke Steam records: over 230,000 players were logged in simultaneously on the first day, and Valve described Skyrim as the fastest-selling game to date on their platform. Within two days, 3.4 million physical units had sold. Of those, 59% were Xbox 360, 27% PlayStation 3, and 14% PC. The launch also arrived with substantial technical problems. PlayStation 3 players experienced crashes, slowdowns, and frame rate issues when save files exceeded 6 MB. Xbox 360 players running the game from the console's hard drive encountered texture degradation. Windows players saw various crashes as well. Howard disputed the common explanation that RAM limitations caused the bugs, arguing instead that the issues came from the specific sequence of actions players had taken and what was running at any given moment. Patch 1.2 arrived on November 29 but introduced new bugs of its own. Patch 1.3 followed on December 7 to address those, and patches continued through March 2013, when version 1.9 added a new Legendary difficulty setting and Legendary skills that effectively removed the level cap.

  • Bethesda released three downloadable expansions. Dawnguard, the first, arrived on Xbox 360 in English-speaking territories on the 26th of June 2012, and centered on a war between a band of vampire hunters called the Dawnguard and a vampire family, Clan Volkihar. Hearthfire, the second, let players purchase land, build houses from raw materials like lumber and clay, and adopt up to two children. The third and largest, Dragonborn, sent players to Solstheim, an island northeast of Skyrim belonging to the province of Morrowind, to face Miraak, described as the first Dragonborn to become corrupted. A Legendary Edition bundling all three with the base game released on the 4th of June 2013. Then in October 2016, Bethesda announced a remaster titled the Special Edition for PlayStation 4, Windows, and Xbox One; it released on the 28th of October 2016. PC players who already owned the base game and all DLC on Steam received the upgrade at no cost. A Nintendo Switch port followed in November 2017, notable as the first Bethesda title released on a Nintendo home console since Home Alone for the NES in 1991. At their E3 2018 press conference, Bethesda announced Skyrim: Very Special Edition for Amazon Alexa, joking it would also come to the Etch A Sketch, Motorola pagers, and Samsung smart refrigerators. The Alexa version turned out to be a real, playable game. By 2021, an Anniversary Edition containing 74 Creation Club packs added the ability to fish and build player-owned aquariums.

  • The first official Skyrim modification was The Fall of the Space Core, Vol. 1, created by Bethesda in collaboration with Valve. It introduced the Space Core, a fictional device from Portal 2, as a non-player character voiced by Nolan North that followed the player around Skyrim dispensing space-related commentary. The modding community that formed around the game quickly outgrew novelty projects. A mod titled Enderal: The Shards of Order, developed by SureAI as a full total-conversion sequel to their earlier Oblivion mod Nehrim, released in July 2016 in German, with an English version arriving on the 16th of August 2016. A 2015 mod titled The Forgotten City was later developed into a standalone commercial game released on PC and consoles in 2021. Mods also became career launching pads. Alexander J. Velicky created the Falskaar mod explicitly as a job application to Bethesda. The mod added a large new landmass, 25 hours of gameplay, 29 voice actors, and 54 new NPCs. Velicky was hired not by Bethesda but by Bungie, in late 2013. Finnish modder Emmi Junkkari, known online as Elianora, created a replacement for the in-game Breezehome location; in 2023 she was hired to work on Starfield as a level artist. Todd Howard attributed Bethesda's habit of re-releasing the game to the millions of players still engaging with Skyrim year after year, a pattern the modding ecosystem had done much to sustain.

  • Skyrim received a combined 40/40 score from four editors of Famitsu, making it the first Western-developed game to achieve that result from the Japanese magazine. It won Game of the Year awards from Spike TV, Giant Bomb, GameSpot, Joystiq, and the Interactive Achievement Awards, among others. The Academy of Interactive Arts and Sciences honored it for outstanding achievement in Game Direction, Gameplay Engineering, and Story. PC Gamer ranked it first in their list of the 100 greatest PC games of all time. Developers of Valheim, The Legend of Zelda: Breath of the Wild, and Avowed have cited Skyrim as an influence, and the game is credited with normalizing large-scale open worlds in fantasy role-playing games across franchises including The Witcher and Dragon Age. Two lines of in-game dialogue became memes that circulated as image macros and video parodies: the dragon shout Fus Ro Dah, and a throwaway line from a guard NPC, "I used to be an adventurer like you, then I took an arrow in the knee." A sequel, The Elder Scrolls VI, remains in development, a project that has been anticipated against the backdrop of a game its predecessor refused to leave.

Common questions

When was The Elder Scrolls V: Skyrim released?

Skyrim was released worldwide on the 11th of November 2011 for Windows, PlayStation 3, and Xbox 360. Some retailers in Australia and the Netherlands began selling copies a few days early.

How many copies has Skyrim sold?

Skyrim shipped over seven million units in its first week. By June 2013 it had sold over 20 million units, by November 2016 over 30 million, and by June 2023 over 60 million units.

Who developed and published Skyrim?

Skyrim was developed by Bethesda Game Studios and published by Bethesda Softworks. The development team numbered roughly 100 people and was supervised by director and executive producer Todd Howard.

What engine does The Elder Scrolls V: Skyrim use?

Skyrim uses Bethesda's Creation Engine, which was forked from the Fallout 3 codebase specifically for the game. The engine supports dynamic lighting, dynamic snowfall on terrain, and improved character animation via Havok's Behavior toolset.

Who composed the music for Skyrim?

Jeremy Soule composed the music for Skyrim, having previously worked on Morrowind and Oblivion. The main theme, Dragonborn, was recorded with a 30-man choir singing in the fictional dragon language, with three recordings layered to create the effect of 90 voices.

What DLC expansions were released for Skyrim?

Three official expansions were released: Dawnguard, which added a vampire-hunter storyline; Hearthfire, which let players build homes and adopt children; and Dragonborn, set on the island of Solstheim. All three were bundled into the Legendary Edition released on the 4th of June 2013.

All sources

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