A Feature From Skyrim All RPGs Should Implement

Skyrim is an incredible game. I’m currently on my second playthrough, with 45 or so hours logged into the game. There’s so much to do, so much to see, so many different ways to play the game, it absolutely blows my mind. There’s probably a hundred or so hours for the main game and once you add in all the DLC, a person who’s into this game could seriously log a few hundred hours into the game. For all of the great things Skyrim does, my favorite feature is that the game is tailored to the way you play.

Most RPGs (and most games with RPG elements for that matter) have followed the same blueprint. A player kills enemies, gains experience points, then uses those experience points to build up their character. Skyrim might not be the first game to employ this particular play style, but the style they used might be the most well implemented. If a player wants to be good at one-handed weapons, they level that skill up, by using one handed weapons. If a player wants to be good at archery, they need to use a bow and arrow. If a players wants to be good at alchemy, stealth, or lockpicking, they simply need to make potions, sneak around, and pick locks. The game mirrors real life in that if you want to be good at something, you simply need to keep doing it.


When I think about how this concept can be applied to other games, I’m shocked more developers haven’t taken this and ran with it. For example, NBA 2K14 has a whole mode dedicated to the building up of a character. How cool would it be that instead of using attribute points, the game simply rewarded a player for how they used a character? If you wanted to make a character a better shooter, shoot more jump shots. Want a good dunker? Drive it to the basket and finish strong. Want to be a lockdown defender? Play lockdown defense. I know the first Borderlands followed this concept in rewarding the player based on the types of guns used. Use of the various classes of weapons made the avatar more proficient in that weapon class. It’s a cool feature that I’d really like to see in more games.

In conclusion, Skyrim is an incredible game with alot to like about it. But being able to tailor your skills based on the way you play the game is my favorite part. For games that wish to employ RPG elements, I hope I see a lot more of that type of feature in the future.


8 thoughts on “A Feature From Skyrim All RPGs Should Implement

  1. i think this is a dope write-up. [stamp]. Don’t forget though, how that leveling becomes even more important after you make a skill “legendary”

  2. The same concept is applied in Level-5’s and Square Enix’s game Dragon Quest VIII: Journey of the cursed king from 2004, so maybe Skyrim dev’s saw it’s potential and incorporated it into.
    Example: You have severall “classes” to choose from: If you want to be a super archer with Angelo, you pump it.
    If you want to be a fantastic swordsman, you pump that skill.

  3. Pingback: Skyrim: The Addiction has Began | RCHS Catamount

  4. Totally agree and I hope we see smarter and more intuitive levelling-up features like the one Skyrim employed. That said, I have to say that Skyrim was one of the most overrated games I’ve ever played. It’s beautiful and huge, but it lacked depth (i.e. it focused on quantity not quality imo) and the archaic combat system had me losing interest pretty quickly.

    • The combat mechanics are the weakest part of the game as far as straight up sword fighting is concerned. With that said, once the archery skill is leveled up and with the right perk, you can turn the entire game into sniper heaven. Also, playing as a mage user wasn’t half bad either. But I can see your point.

      As for the quality over quantity argument…can’t agree there. I don’t log 50 hours into games that lack any depth. We discussed this on twitter, but I’d honestly like your thoughts if you get a chance to play Kingdoms of Amalur. I think it’ll fit your fancy, combat wise.

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