Todd Howard Says Bethesda Has "New Ideas That We Want to Explore" for Future Games

Skyrim and Fallout 4 director Todd Howard said that Bethesda Softworks has "new ideas that we want to explore in the future" for upcoming games.

February 19, 2017

Thanks to its series like Fallout and The Elder Scrolls, Bethesda’s line of open-world games have had players immersed within massive and dense stories and environments, while the studio seems geared to expand that even more in its upcoming games.

In an interview with GameSpot, Bethesda Softworks’ Todd Howard gave a few more insights into the status of its current games, while dropping a few hints at what lies in the future for the company and what its focus is on for the future.

Specifically, Howard detailed that both Fallout 4 and The Elder Scrolls V: Skyrim still engage with “millions” of players daily, thanks to the stream of new content from Fallout 4‘s Season Pass last year and the re-release of Skyrim: Special Edition on consoles and PC last October.


In regard to the release of Skyrim: Special Edition and Fallout 4, Howard explained that, to many players, Skyrim was more a “find your own way” style of experience, adding that “it’s more inviting for the type of character you want to play.” Meanwhile, in terms of Fallout 4, Howard added that the game “probably tells a stronger but specific story.”

That led Howard to discuss some of the company’s plans for the future, as both of those titles had their own strengths and weaknesses, as Howard added that Bethesda is “very critical of our own stuff.” He elaborated a bit more on that point in the interview, explaining:

“How do we tell a better story in an open world? With each of our games we’ve had successes and failures and if you ask us internally, we have new ideas that we want to explore in the future because we feel like we haven’t really cracked it yet the way we think it could be.”

“So we really break it down and say, ‘Going forward, what do we think the best way to proceed is?’ Where were the times where we spent a lot of time on something, innovating, but you can’t really tell; it doesn’t show up on the screen for the amount of time that we put into it. And there are other things that we didn’t put a lot of time into that are really shining through and we should have made that one stand out even more because that was a better design feature or better bang for our development buck.”

Ryan Meitzler

Ryan is the Editor-in-Chief at DualShockers and has been a lover of games as long as he can remember. He holds a BA in English and Cinema and lives in New York City.

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