IbizaPocholo
NeoGAFs Kent Brockman
Todd Howard Talks Elder Scrolls 6 Progress, Starfield's PS5 Port, and Bethesda's Future – IGN Interview - IGN
If you're looking for any meaty Elder Scrolls 6 updates from Bethesda Game Studios director Todd Howard, listen for the Creation Engine 3 stuff.
Todd Howard discusses Starfield's major updates including the Free Lanes spaceflight system and PS5 port, while highlighting Creation Engine 3's foundational improvements for The Elder Scrolls 6, emphasizing scalable tech, careful announcement timing, and balancing community feedback with creative vision.
Summary
- Howard explains Starfield's update strategy: transitioning from expansion packs to intermittent updates with quality-of-life changes, extra quests, and bundling features like Creations mod system, faction quests (e.g., Tracker's Alliance), ship modules, and the new Terran Armada DLC story, focusing on long-term "meta" gameplay over 10-100 hours.
- On community communication, Howard notes a quieter period after launch to prepare big reveals, preferring to announce when ready for maximum excitement; they breadcrumb progress but seek community input on preferred update cadences.
- Starfield's PS5 port: Delayed due to timing but always planned; Bethesda maintains strong PlayStation relationships via ongoing support for Fallout 76 and Skyrim; port has been in development for a while, with excitement to reach new audiences.
- Xbox leadership shift: Howard expresses sadness over Phil Spencer's retirement (a key supporter of Bethesda's creative vision pre- and post-acquisition), praise for Matt Booty, and optimism about new leader Asha Sharma and future hardware plans known early.
- Next-gen hardware needs: Bethesda favors wide technical scalability for high-end PCs, handhelds, and low-spec devices rather than tying games to specific console specs; contrasts with past constraints like Xbox 360 era.
- Creation Engine 3 for The Elder Scrolls 6: Major iteration beyond Starfield's Creation Engine 2; includes advanced rendering, data systems, world loading, high-detail content presentation, AI, save states, and platform support; tech team managed transition smoothly to avoid disrupting content creation; broader than just visuals, focusing on scalability up and down.
- Starfield's Free Lanes update: Addresses original launch criticism of limited space exploration; enables seamless flying between planets/moons at high speeds with radar alerts for points of interest, balancing empty space feel with gameplay; allows walking around ship on autopilot for immersion.
- RPG philosophy (Todd Howard vs. interviewer Michael Higham referencing Morrowind/Outer Worlds): Rejects early "friction" from irreversible choices (e.g., Oblivion's class system); favors flexible character progression (Skyrim no-class, Starfield backgrounds as starting points) allowing course-correction; debates scarcity in builds (e.g., Fallout 76 cards) vs. eventual mastery; aims for meaningful choices without punishing restarts.
- Announcement timing: Howard regrets long gaps (e.g., 2018 E3 reveals of Fallout 76/Starfield/ES6); prefers compressing hype-to-release window; 2018 announcements informed fans of shift to new projects, but future reveals will be more restrained despite fan demand.
- Bethesda's development scaling: Starts small in 2-3 year pre-production to validate ideas (some rework inevitable for new IPs); ramps up with full studio/partners once direction is set; ES6 now at that mature stage with consistent playable builds; balances live service (e.g., Fallout 76's 67th update) with new projects.
- Elder Scrolls 6 status: Howard jokingly dodges specifics ("Pretend we didn't announce it"); notes lessons from Starfield's engine transition applied successfully—more stable daily builds with new content; bulk of studio focused on it.
Last edited: