Game Analysis - Elder Scrolls V: Skyrim
Skyrim is an open-world RPG where the player takes control of a legendary character from the lore of the game. The story is delivered through a variety of methods including voice acted NPCs, written pickups, and environmental storytelling. The player can interact with the world through movement, speaking with NPCs, contextual interactions, and combat. The player has numerous combat options simplified down to one-handed, two-handed, ranged, and magic. This is on top of several defensive options including light armour, heavy armour, and shields to name a few. As the player takes actions they gain experience points towards a skill relevant to that action. As the skill increases, they gain experience points toward their character, and they unlock perks in that skillâs tree. When the character levels up they gain âperk pointsâ they can spend on any available perks and purchasing perks may also unlock more perks. Ultimately, the game is packed to the gills with quests, lore, and places to explore providing several hundred hours of content.
Game can be found here: [https://store.steampowered.com/app/489830 /The_Elder_Scrolls_V_Skyrim_Special_Edition/]
Summary: Elder Scrolls V: Skyrim - 5.5/7
Skyrim has scored high on promoting Growth Mindset behaviour patterns. It received half marks on questions 4, 5, and 6 with the reasoning below. Many of the reasons Skyrim has scored high are common in the open world RPG genre. Iâd be interested to analyze other games with varying levels of open world and RPG to see if thereâs a significant difference. This prompts the question of whether people are inclined to play in a Growth Mindset way when given the choice.
This analysis has also revealed that the analysis questions are somewhat flawed and should be clarified for future posts.
1. Is the player motivated to prove themselves or to learn from their experiences?
There is no social play in the Skyrim base game. There is no one for the player to prove themselves to other than themselves and the game. On the other hand, there are many opportunities where the player can learn from their experiences in a gameplay sense and metaphorically. In gameplay, there are artistically distinct dungeons that are littered with traps. The next time they enter another artistically similar dungeon they can be more alert for traps. From a metaphorical standpoint, as the player uses the same skills over and over again the character gets âbetterâ at them.
2. Does the player have the opportunity to do something more challenging if they choose?
Yes, to a point. There can only be so much content in the game. Once the player has experience and feels proficient with all their skills they can only find challenge in the environment which is massive, but nonetheless limited. This is most definitely not a concern for new players or mid-game players though. Almost every combat encounter in the game can be approached however the player wants. There are some that unexpectedly force a combat style, but I feel the game would be less interesting if it didnât. On top of that, the player can knowingly, or unknowingly, venture into challenging areas for their character level or equipment. Alternatively, they can purposefully equip poorer items or take limited resources when they go into a dungeon.
3. Does the player experience setbacks, permanent or temporary?
Yes, although some people actively seek these out for the thematic or challenge aspect to it. Regardless, these can take the player by surprise if theyâre unfamiliar with the game. A good example is the vampirism syndrome. This causes the player to take damage from sunlight, be stigmatized by mortals, and have a thirst for blood to name a few. This is curable during the infection phase by a relatively simple potion. After 3 days it takes root and is still curable but with much greater effort. Contracting this unexpectedly can be a severe setback to the playerâs goals.
4. Is progression accredited to the effort of the character?
Unclear. Narratively, the game makes it out as you having been born a hero and thus you are capable of these amazing feats. Gameplay wise, the player has struggled, died, learned, and improved themselves to get to where they are.
This question specifically relates to the player seeing âeffort as the path to masteryâ. I think the game delivers on that but then shoots itself in the foot by chalking up the characterâs feats to them being "The Dragonbornâ.
This brings up an interesting question of whether you can have a compelling hero character without the âborn to winâ narrative. Another way to word that would be a success through failure/effort hero narrative. Iâll think about that...
[5 minutes later]
The movie Rocky comes to mind but I canât think of a game that takes itself seriously and embraces the restarts/player failures in a narrative sense.
5. Is the player or character given critical feedback about their actions?
This one is hard. Because the question relates to receiving criticism the standard action feedback doesnât count (i.e. enemy recoiling on hit). The feedback has to instruct on better behaviour in response to player action. I feel like an argument can be made for this. There are books in Skyrim that can inform the player of better practices, but this can be found before or after the player takes those actions. The same can be said for NPCs approaching the player and making comments.
6. Are there other entities in the game that the player can be inspired by or learn from?
Not really. A weak argument could be made for seeing a spellcaster, friend or for, combine 2 different spells (duel-wielded magic) and learning from that. A similar situation can be found when fighting Dragons. When you kill them you absorb their soul and can now use the âshout magicâ they used against you in the fight. Ultimately, you are the most powerful thing in the game and you donât really learn from the âSuccess of Othersâ than you do experience.
7. Does the game strive to challenge the player?
This is very applicable to Skyrim. To the extent that they literally make getting from point A to B harder by spawning in enemies for the player to kill. On top of that, the world design is such that the player is unlikely to encounter enemies that have abilities they arenât able to deal with until later into their play experience. Add to that the vast number of enemy types, behaviours, abilities, etc. and the game is constantly challenging the player to perform better or differently.
Image 1: https://gamerant.com/skyrim-xbox-one-backward-compatibility/
Image 2: https://themindroom.com.au/2018/08/01/growing-great-mindsets/
Image 3: https://www.pinterest.nz/pin/521432463076709176/
Image 4: https://www.youtube.com/watch?v=QZSO6oOr3mU