Bruce Nesmith, the lead designer for The Elder Scrolls V: Skyrim, has shared his thoughts on the contrasting design philosophies of Bethesda Game Studios and Larian Studios. Speaking on a recent episode of The Examined Game podcast, Nesmith expressed admiration for Baldur’s Gate 3 while reaffirming his support for the open-ended approach that defines Bethesda’s role-playing games.
Consequential Choices in Baldur’s Gate 3
Nesmith highlighted the impact of decision-making in Baldur’s Gate 3 as a key takeaway from his experience with the title. He noted that the game’s ability to close off certain story paths based on player choices created a sense of weight and consequence that he found enjoyable.
“I was pleasantly surprised to see how positive it felt to me to make consequential decisions that closed off gameplay in Baldur’s Gate,” Nesmith said. “That also felt good, because it was done well. I felt like the decisions I made had more meaning in certain ways, because there were actual consequences.”
He explained that this design choice encouraged replayability, as players would need to start new characters to explore alternative outcomes. Nesmith described the experience as “joyful” and praised Larian Studios for their execution of Dungeons & Dragons rules in a video game format.
Defending Bethesda’s Open Philosophy
Despite his appreciation for Baldur’s Gate 3, Nesmith remains a staunch advocate for Bethesda’s design ethos. He emphasized that Bethesda games are built on the principle of allowing players to engage with every aspect of the game world without artificial restrictions.
“Bethesda games have always had the philosophy of, let the player play everything,” he stated. “You can play the entire Thieves’ Guild, you can play the entire Fighters’ Guild, you can play the entire Mages’ Guild, etc. There is nothing that your character can’t play. That’s a very good philosophy. I support that philosophy.”
Nesmith pointed to his long history with both Dungeons & Dragons and Bethesda games as the basis for his perspective. He noted that seeing the D&D fantasy rules come to life in Baldur’s Gate 3 was a positive experience, even if it differed from the unrestricted freedom found in Skyrim.
Two Different Kinds of Fun
The core of Nesmith’s message is that both design approaches offer valid and enjoyable experiences. He rejected the idea that one style must be superior to the other, suggesting that players can appreciate both without conflict.
“They were both fun, they’re just fun in different ways,” Nesmith said. “The lesson learned is: You can have both. I can enjoy this game over here that does it this way, and enjoy this game over here that does it that way.”
He admitted that he had initially expected to favor one approach over the other, but found himself enjoying both. This realization underscores the diversity of player preferences in the role-playing genre, where some players seek narrative consequence and others seek unrestricted exploration.
Nesmith’s comments provide insight into the ongoing evolution of RPG design. While Bethesda continues to refine its open-world formula, Larian has demonstrated the appeal of tightly structured, choice-driven narratives. Both studios have carved out distinct identities that cater to different aspects of the fantasy role-playing experience.
Source: PC Gamer

