Skyrim Overlooked These Two Essential Oblivion Features

Reflecting on the timeless charm of “The Elder Scrolls 4: Oblivion,” which may not be released until several years from now, rumors about its remake and the upcoming “Skyblivion” total conversion mod have stirred memories of my favorite elements in this fourth installment of the “Elder Scrolls” series. Although it’s nearly 20 years old, “Oblivion” remains a highly enjoyable game with many lessons for future “Elder Scrolls” titles to learn from and even reintroduce. In fact, there are two crucial aspects of “Oblivion” that were missing in “Skyrim,” and I believe they should be reinstated.

In the choice of setting for The Elder Scrolls 6, fans are eagerly anticipating some familiar features from Skyrim and Oblivion to resurface. Expectations include elements like follower systems, player homes, and a flexible approach to character development, with improvements on aspects that were missing in Skyrim. When pondering what I’d like to see reappear in The Elder Scrolls 6 from Oblivion, two standout mechanics popped up: namely, the Justice system and the ability to create your own arena for battles.

Some Of Oblivion’s Mechanics Were Stronger

Oblivion’s Fame & Infamy Were Great Ways To See You Place In Cyrodiil

Regardless of its somewhat outdated appearance compared to contemporary games, Oblivion remains an exceptional game with many aspects that continue to impress me. Apart from captivating quests and intriguing Elder Scrolls lore, Oblivion boasts several robust mechanics missing in Skyrim, like spell crafting and the beloved attribute system. Unfortunately, two features that I believe took a significant leap backwards in Skyrim were the faction ranks and the absence of a reputation/infamy system.

The renown, notoriety, and distinct hierarchy of Oblivion were strikingly apparent, allowing you to gauge your position in the world effortlessly. A glance at a Hero’s character sheet would instantly reveal my rank within each faction or guild, along with the next step in the progression chain. This seemingly insignificant feature is hard to comprehend as to why it was omitted from Skyrim, given that it doesn’t significantly affect gameplay but helps maintain awareness of which guilds/factions you have joined and your standing within them.

In the backdrop, the reputation of Oblivion – a mix of both praise and scorn – served as a continuous mechanism that monitored the Hero’s actions. This reputation was systematically recorded and influenced the reactions or initial attitudes of Non-Player Characters (NPCs). For instance, if your Hero had a high reputation, law-abiding citizens would view them favorably while criminals would hold a lower opinion. Conversely, a high level of infamy would reverse this dynamic.

Skyrim’s Mechanics Were A Step Backwards

The World Felt Too Flat & Safe

In Skyrim, two significant elements were absent initially. Although you can fix the absence of visible faction ranks through mods like Reath1’s Viewable Faction Ranks, the lack of a reputation system has a detrimental effect on gameplay. I frequently find myself treated identically by characters in factions even after completing the main storyline, as if I had just joined straight out of Helgen at level one. This inconsistency is puzzling because some of these characters should be aware of the Dragonborn’s identity, but they don’t seem to recognize it.

Characters across the province should recognize the Dragonborn’s renown, whether it’s positive or negative, but my character’s actions seem not to have a lasting impact on how they are perceived in the long run. I can traverse the land, rise to the rank of Thane in every Hold, and still be treated like a repeat offender who has spent a lifetime stealing sweetrolls. The Skyrim Reputation mod by dcyren introduces this system to Skyrim, altering how NPCs respond to the Dragonborn throughout their game, taking into account factors such as race, actions, and skills.

Frequently, it appears that Bethesda leans heavily on the modding community to compensate for features removed from their series. For instance, if a player’s character can belong to multiple factions or guilds, it’s natural to expect an intuitive system for managing this membership. Similarly, in a role-playing game, it seems obvious that NPCs should respond to the main character’s past actions.

How Elder Scrolls 6 Could Use Oblivion’s Faction & Reputation Systems

Looking Backward For Inspiration To Breathe Life Into Nirn

In The Elder Scrolls 6, it’s crucial to reinstate not only a functioning reputation system but also to enhance the guild/faction aspect, which was somewhat lacking in Skyrim. The factions in Skyrim felt less impactful than their predecessors, as the Dragonborn quickly rose from novice to leader in a swift sequence of quests that seemed abridged. Here’s hoping The Elder Scrolls 6 will take its time, providing ample room for players to explore their standing within each faction and understand their progression better.

This fits well with a fresh reputation system that could give greater importance to both renown and notoriety within the game’s narrative. For example, “Oblivion” introduced an element of this by necessitating specific degrees of fame to buy houses in Skingrad and Chorrol. Additionally, incorporating quests and rewards based on reputation or infamy would make roleplay decisions seem more consequential and inspire multiple playthroughs. Furthermore, NPC behavior could become more dynamic as they respond differently to the player’s reputation (fame or infamy), potentially altering the quests available at different levels.

For The Elder Scrolls 6, we might envision a strategy that draws upon elements observed, to some degree, in Fallout 4. Notably, the faction quests in Fallout 4 seemed more strategically thought-out, and certain NPCs, like Gage in the Nuka-World DLC, would comment on character affiliations. What makes a great RPG for me is a strong sense of immersion and the belief that my decisions truly have an impact. If not, every playthrough simply feels like moving from plot point A to B, with the only differences being the character build I select.

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2025-04-21 08:07