
The veteran developer, now an accomplished fantasy author, explained a fundamental design philosophy at Bethesda known internally as “putting your toys away.” This principle encourages creators to wrap up regional plotlines—like the inner workings of a Thieves Guild—without drastically altering the global status quo, ensuring future writers aren’t backed into a narrative corner.
“You want the massive, overarching narratives to feel world-shaking; that’s what makes the environment feel alive and reactive,” Nesmith elaborated. “But when you’re crafting a guild-specific story, the goal is often to leave the sandbox intact for whoever comes next. You want to ensure they aren’t restricted by your specific choices, allowing for fresh explorations of the open world.”
“This is why major factions are usually tied to specific provinces. The Thieves Guild in Skyrim is a local affair, whereas a guild in another region might operate under entirely different rules. Dragons, however, are a different story. They were a seismic shift—a world-altering event that is likely here to stay.”
Perhaps the most persistent mystery surrounding The Elder Scrolls 6 is its primary setting. While Bethesda hasn’t confirmed a location, the prevailing consensus points toward Hammerfell. Interestingly, former studio loremaster Kurt Kuhlmann hinted that this decision might have been finalized as far back as the development of Fallout 4, noting that a general agreement on the setting existed even then.
Regardless of where the journey takes us, one detail is set in stone: Todd Howard has promised that The Elder Scrolls 6 will feature significantly more dense foliage and trees than its predecessor, potentially hinting at the diverse ecosystems of Tamriel.


