(My Idea) The Elder Scrolls VI: Sentinel

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Hello,

It's safe to say the wait for The Elder Scrolls VI is getting long, and with nothing to chew on, I decided to prepare something:

• I've imagined the opening scene of the game, iconic to The Elder Scrolls series.

• Then the usual list of things I'd love to see as new features or mechanics in the game.

• Finally, I try to reassure us all about the game's quality and why TES VI won't disappoint.

Why The Elder Scrolls VI: Sentinel? Because everything suggests that the game will be set in Hammerfell, and I also hope in High Rock with the Iliac Bay as the playground! (The teaser, Pinterest images from one of the designers, the Breton and Redguard theme of The Elder Scrolls Castle.)

The beginning of the game:

You open your eyes.
The sound of waves pounded against the hull of the galley, while the oars dipped and rose from the water in a mechanical motion. The wood of the benches was rough beneath the rowers' legs, and the salty air clung to the skin. The deck was slippery, damp with sweat and splashes. Chains clinked with each movement of the arms, emitting a near-constant metallic rattle.

A shout tore through the air.

— “Get up, dog!” yelled the slave driver, stomping his foot on the wooden floor. The whip cracked through the air, quick and precise. His shadow stretched over the slumped bodies of the rowers, struggling against exhaustion. Behind him, a drum resounded, heavy and deep, dictating the rhythm of the oars. With each beat, the water lifted under the combined force of the chained men, and droplets rose around the oars like small, shining sprays under the diffuse light.

Abruptly, a thick fog began to spread over the water. It appeared swiftly, enveloping the galley in a white, cold mist. The drum fell silent. The silence was almost total, broken only by the faint lapping of waves against the hull. The ship seemed to have stopped, floating in this sea of cotton. The shapes around you dissolved, until even the rowers to your left and right were nothing more than blurry silhouettes in the haze.

Suddenly, reddish glows flickered through the fog. They appeared briefly, wavering, then disappeared like dying flames, only to return a little further away. They shimmered, as if dancing around the boat, before vanishing again. The wood creaked under the weight of the silence, then a brilliant red light suddenly illuminated a rower, two benches away. The impact of this light caused the fog around him to dissipate, revealing his silhouette with sudden and brutal clarity. He stood up abruptly, his eyes wide open, his jaw clenched.

The man tore his chains with unbelievable violence and hurled himself at the rower beside him, fists raised. Chaos erupted. Other red flashes struck rowers here and there. They rose, seized by an uncontrollable rage, ripping their chains apart, blindly striking those around them. The wooden deck stained with blood, bodies collided, and screams echoed through the thick mist.

The slave driver tried to regain control, but a rower’s oar struck his face, sending him rolling across the deck. The sounds of fighting, the clatter of metal, and the cries filled the heavy air. Another red flash appeared close to you, and you struggled against your bonds. The chains finally slipped from your wrists, falling heavily to the ground.

At that moment, a deep, terrifying horn sounded through the fog. The mist shifted slightly, and another galley, immense and dark, emerged, its bow slicing through the white veil. It crashed into yours with a deafening roar. The impact was brutal. The planks splintered, shards of wood flew in all directions. The deck shattered under the force of the collision, only a few meters away from you. The hull cracked, and rowers were flung in every direction.

You were ripped from the bench and thrown overboard, into the cold water. Darkness surrounded you quickly.

The sky was a deep, intense blue. The waves lapped at a white sand beach. Green, shimmering seaweed lay scattered here and there, mixed with pieces of driftwood. Nearby, dark rocks, almost black, rose from the clear water. The sound of the waves was constant, calm, and the wind gently stirred the palm trees lining the shore. Seabirds drifted lazily in the air.

Far off in the distance, at the edge of the horizon, a great city was barely visible, its white towers faintly gleaming under the sun, almost imperceptible at this distance, like a mirage. Between the beach and that city, hills rose, covered in thick trees, and at the top of one of them, stood an old ruined keep. Its collapsed walls and scattered stones bore witness to a forgotten past, and its shadow stretched across the path that lay ahead.

Then character creation + first dungeon

Innovations and mechanics I'd like to see (subjective):

• I think there's a consensus among the fanbase, and the release of big RPGs (TW3, BG3, Cyberpunk...) over the last decade has only reinforced this: deeper writing. It seems like many people want (and it's what I want too) quests and lore far deeper than in previous installments. A truly engaging main quest woven with political conflicts, and most importantly, a final boss battle that's tougher and more significant than the fight against Alduin (though the atmosphere was really well done!).

• The return of more equipment slots. Independent pauldrons, clothing, a helmet, armor, chainmail, necklaces and other jewelry, greaves, and separate slots for gloves and boots. I'd also love to see a return of many different weapon types—halberds, brass knuckles, long blades, short blades. What I would really like is to be able to wield a spear and shield!

• An improved combat system. Here, I don't have enough imagination to come up with the innovation that would make FPS combat more dynamic and immersive, so I'm open to suggestions.

• A spellcrafting system. I feel like many people want this mechanic back, and I'm one of them. There are Reddit posts that describe this mechanic well if you're interested.

• A reputation system like in RDR2, with factions and political intrigue running parallel to the main story. The guild system like in Daggerfall could also be interesting (climbing the ranks gradually).

• Lastly, a much smarter and more immersive AI. I'd also like a game that's a bit more punishing without being overly frustrating, of course—there needs to be a balance!
• NPCs' face movements and action. With some Creation engine 2.0 amelioration

I'm sure I must have forgotten some things, but this is already a good list!

What I believe will likely be in the game:

• Settlement/fortress building. Like in Fallout 4 or Starfield, with trade routes, elaborate quests, and more frequent siege attacks.

• Customizing your ship. This is one of the things I've read the most on Reddit. A customizable ship with a customizable crew, naval battles, and trade.

• The Song of Swords—there are also Reddit posts explaining this feature! It would be the equivalent of the Thu'um.

• Incredible immersion, just like we've experienced with previous games!!!

So! I won't lie, I've been waiting for this game since 2016, and since the teaser released in June 2018, I was a bit skeptical about what the game was going to be. But now, with some perspective and A LOT OF TIME, I'm reassured and I want to share it with people who are in the same situation. Here are a few points that, in my opinion, are reassuring about TES VI's quality:

• Bethesda has never disappointed us with an Elder Scrolls game, and it's their flagship series.

• Sure, there were missteps/disappointments from players with Fallout 76 or Starfield. But look at F76, it's a lot better than at its release. They are listening to the feedbacks

• I'm not going to get into the debate about whether Starfield is good or bad, since I haven't played it and won't give my opinion. What we have to keep in mind is that Starfield is somewhat Bethesda's test for the Creation Engine 2 and science fiction. I wouldn't call it a 'draft', but rather a 'test'. Starfield was developed before and during COVID, with a major theme shift to sci-fi, and they started from scratch for this game! And yes, there are good and bad aspects, but TES 6 can only come out better because of it. I really believe BGS will do everything they can to make TES 6 amazing

• The development team has quadrupled since Skyrim. This is really good news because more people on development means a richer and faster process!

• Creation engine amelioration! They got plenty of time to upgrade CE 2.0! You can say whatever you want about Starfield, but they really nailed the interior. I havn't play it but on every gameplay video, interiors are astonishing

As for the release date, I think 2027/2028 is the most realistic, especially with the next generation of consoles (bundled with the next-gen XBOX). Regarding when we'll get more news, I think probably in 2026.

Finally, I have a small complaint for BGS—it's the lack of information about the title. Apart from the 2018 teaser, there's been nothing! I'm not asking for much, just the title!! A title would allow fans to come up with theories and let their imaginations run wild while waiting for 2027/2028! Please, Bethesda! Hehehe.

I'm going to try writing a quest that I'll post in a way where people can vote to move it forward. I think it could be a good idea to pass the time.

That's it, I hope I haven't forgotten anything, and I invite you all to contribute to this post if you have ideas, arguments/counter-arguments. Feel free to write them in the comments! And like Monsieur Dupond in the teaser's comment section said, we need to be patient!