The Elder Scrollsseries is known for its sprawling open worlds as well as its many dungeon levels. Players can go off on their own journeys, ignoring quests altogether and venturing into any of the subterranean areas of the game.The Elder Scrolls 6will likely follow the same trend, but it’s worth talking about the game’s potential dungeon design.
When looking back at the series’ most recent games, players will find thatSkyrimandOblivionare vastly different in terms of general dungeon design. WhileThe Elder Scrolls 6should certainly take inspiration from both predecessors, there’s a case for arguing that the dungeons should be more likeOblivion’sthanSkyrim’s. Of course, that’s not to say that the newElder Scrollsinstallment should do away with the design choice inSkyrimcompletely – just that it should lean more intoOblivion’s dungeon design.

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Comparing Oblivion’s Dungeons with Skyrim’s Dungeons
In theworld ofThe Elder Scrolls 5: Skyrim, it’s more common to find straightforward dungeon routes with minimal paths that branch off from the main one (with some notable outliers). In most cases, the dungeons are a straight shot from the entrance to the exit – and that’s not necessarily a bad thing. However, it seems to be the trend across many of the game’s dungeon levels, which can admittedly make the subterranean exploration feel a little repetitive.
In contrast,Oblivion’sdungeons had more branching pathways and overall, less straightforward design. In fact, it wasn’t uncommon for players to get lost in the game’s bigger forts or Ayleid ruins. While some couldaccuseSkyrim’sdungeons of being too simple, others might say thatOblivion’sare too complicated. And there’s definitely some credence to that, which is only exacerbated by the lack of unique dungeon assets to make specific areas stand out.Oblivion’s dungeons reuse assets extensively, and it’s likely because only one person in the development team was assigned to dungeon design. But regardless, it made navigation far more difficult than it should be.

How The Elder Scrolls 6 Could Improve Its Dungeons
In saying thatThe Elder Scrolls 6’sdungeonsneed to be more likeOblivion’s, this refers to more open and branching dungeon design. However, it should come with better, more varied assets as this makes it easier for players to navigate through complex interiors.Skyrim’sdungeons were definitely a step-up in making each one feel unique, but their primarily one-track maps left much to be desired.
So, whileThe Elder Scrolls 6should emulateOblivion’s sprawling dungeon maps, it should also take inspiration fromSkyrimin terms of asset use and level design.The Elder Scrolls 6ought to have more areas likeBlackreach ofSkyrimor Vilverin ofOblivion(which is the first Ayleid ruin the player sees upon exiting the sewer).They’re some of the most memorable locations in their respective titles – the former for its gorgeous design and the latter for its extensive map and puzzles.
That said, not all the dungeons have to be so grand or complicated. Some can be medium in size with a few branching paths, while others can be one-track dungeons. For instance, the crypt beneath the Lucky Old Lady Statue in Bravil is a memorable location despite being smaller than most dungeons, and it’s because of how well it tied intoOblivion’s Dark Brotherhood questline. There’s also the basement of Anise’s Cabin inSkyrim, which has little to no bearing on any quest but serves as an interesting find for any curious players. The key here is providing players with variety, which makes for more enjoyable exploration.