The Elder Scrolls VIis still just a dream in the mind of gamers, but in the meantime we can discuss how Bethesda can improve on the next game in the series and what went wrong with previous games. There were many shared complaints aboutThe Elder Scrolls V: Skyrimby gamers; notably the limited bestiary and drab color palette.

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It’s safe to say a lot of the changes made to the seriesbetweenOblivionandSkyrimwere not welcomed by fans. A logical first step to improving the next game in the series is to examine the previous games ofThe Elder Scrollsseries and identify what features should remain and which ones need to be replaced with something better.

10Want: Picking A Class

WithSkyrim, Bethesda changed the character-classsystem. Players no longer chose a profession for their character – like Fighter, Wizard, or Thief. Instead, characters simply got better by performing actions repeatedly over time. A marriage of the two systems would allow for better customization, and help eliminate super-characters that are masters of every skill.

Bring back the ability to pick a class when creating a character, but also allow limited use of skills that aren’t under the umbrella of the chosen class. An enchantment (for items) could be added to lessen these cross-class limits.

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9Don’t Want: Stiff Animation

One ofThe Elder Scrollsfranchise’s most consistent and obvious flaws, and this has been true sinceThe Elder Scrolls: Arena, is the stiff animation of the characters. At times the animation seems more like the stop-motion animated action figures onRobot Chicken.

Many gamers forgave this stiff animation because of the sprawling game-worldsThe Elder Scrollstitles provided players. Most considered it a trade-off; larger game-world = stiffer animation. More recent titles, likeThe Witcher 3, have shown this trade-off is no longer necessary.

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8Want: Boat Ownership

Those who playedThe Elder Scrolls II: Daggerfallwill probably remember how in depth the role-playing features were in that game. It felt like you could do almost anything. One of the coolest options was the ability to buy a ship which could be used for fast travelling.

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This gave the player their own base of operations that could be moved to any location accessible by sea. This should be brought back to the franchise, with the sailing game-mechanics similar to those inAssassin’s Creed: Black Flag. It would also be a nice feature to be able to navigate rivers with smaller ships.

7Don’t Want: The Dialogue System

Over the life of theThe Elder Scrollsseries it seems like the player’s dialogue options have gotten steadily worse. InSkyrim, when interacting with an NPC that’s giving the player a choice, the options almost always got broken down into four basic responses.

You can agree, you can ask a question (before you agree), you can deliver an angry or sarcastic response (before agreeing), or saying no (with the understanding the game’s story is paused until you agree).The Falloutgames also use this dialogue system, and the system needs to be updated.

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6Want: Large Cities

SkyrimandOblivionhad some large cities – that is until they’re compared to the large cities in many of the current open-world games. Solitude looks impressive, but there’s only about ten dwellings in the whole town.

The main city inThe Elder Scrolls II: Daggerfall,absolutely dwarfs any of the cities inSkyrimandOblivion– andDaggerfallwas released in 1996. It would be nice if players were given at least one large city in which to get lost and find adventure; one without separate zones that require loading would be preferable.

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5Don’t Want: Copy-And-Paste Dungeons

Another major complaint aboutThe Elder Scrollsseries is that with each successive title the dungeons get more…samey. A lot of players dread the thought of ever having to go into another Draugr burrow or abandoned Dwemer city.

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Oblivionhad slightly more variety of in regards to dungeon settings, but still not enough for most gamers (and not as much as its predecessorMorrowind). Having dungeons that don’t all feel like extensions of the same dungeon is something every fan of the series is hoping for inThe Elder Scrolls VI.

4Want: Romantic Options

One endearing feature ofSkyrimis the ability to begin a relationship with an NPC. This increases the role-playing potential of a game immensely, as if forces an emotional link to the events in the game (however tenuous).

Players ofOblivionwere given the ability to romance some of the NPCs via the modding community, but it was not present in the “vanilla” version. An expanded romance system inThe Elder Scrolls VIwould be appreciated – complete with more complex methods of courting besides picking the right answers during dialogue.

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3Don’t Want: The Spellcasting System In Skyrim

Bethesda got spellcrafting just about right inOblivion, but then (for some reason) omitted this spellcrafting system when makingSkyrim. InOblivion, players could make their own spells. The Altar of Spellmaking allowed players to combine spell effects, determine the range (self, touch, or ranged) of their spell, and the power level of the spell’s effects.

The closest to thisSkyrimgot was allowing casting with both hands (dual-casting) for increased effect. Dual-casting can return forThe Elder Scrolls VI, but many more fans of the series would rather see a return of the spellcrafting system inOblivion.

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2Want: Gladiator Arenas

The Gladiator Arena is yet another great feature that was lost betweenOblivionandSkyrim. At the Arena players could participate in fights for prizes, or bet on the fights. With modern multiplay capabilities, the Arena would become a game unto itself.

Along with an arena, Bethesda should include the ability for players to form gladiator clans. Fights could be arranged by the players, or players could simply have the game select an opponent at random – with the approximate level of experience as the player’s character. Fights could also be for prestige; which could translate into discounts at shops in town.

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1Don’t Want: The Imbalance Of Play-Styles In Skyrim

There are probably thousands of characters inSkyrimthat began as spellcasters or front-line fighters, but somewhere along the way they forsook their scrolls and blades and became a stealth archer. Sadly, as the stealth archer play-style was being boosted inSkyrim, the spellcasting play-style was being nerfed.

Spellcasting seemed under-powered unless a player learned one of the few exploits made available by how the game was coded – like the ability to enchant four items with -25% to magika cost when casting. Hopefully, when makingThe Elders Scrolls VI, Bethesda finds a way to balance the play-styles and make them all equally appealing.

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