Gwylim notes on Big concepts: Health potions as visual shorthand

Introduction

The potion bottle is a staple of the fantasy game genre, and can be found in most every game of the genre, from Dark souls to legend of Zelda. In Skyrim the potions are easily labeled and color coded to the stat that they refill, green for stamina, blue for mana and red for health. What I wish to discuss in this text is their prominence in the game world.

Gameplay convenience

The health potion is an essential part of many games systems. Even more otherwise realistic games such as Kingdom Come use the seemingly magical health tonic in an otherwise realistic setting. The reason being simple, dying of an infected stab wound would be a very depressing way to end that game.

Similar concepts can be found in scifi and modern settings in the way of health packs, healing stations and bandages. The need for these tools are self-evident. Health is a great indicator of the player’s progress, but the ability to replenish this resource is vital. Health is very rarely outside of survival games or simulators treated as actual health.

Rather, they are used as an indicator of player progress, as well as a teaching tool of what the player did right, or did wrong. While these mechanics are incredibly important and should absolutely keep being a staple is it still a good idea to examine their implementation.

Narrative shorthand

Skyrim is on the whole rather coy about discussing the existence of any form of restorative potions, other than them existing. Much like the constant coins in chests, vases and urns, they are there out of a mechanical, not narrative design. This non acknowledgement makes the few instances when the game does acknowledge their existence stand out so much more.

Morrowind

Morrowind often emphasizes narrative construction and worldbuilding, sometimes at the cost of gameplay readability. The potions of Morrowind are an interesting example. While there are clear markers of what quality a potion is, there is very little way of knowing what the potion does until you look at it. 

The potions available range from healing, to stat boosting and stat lowering effects. There are many different kinds of effects that continue throughout the series, My focus in this chapter is on healing potions, and I want to specify that there is no simple way to see if the item you are about to pick up is a healing potion or not.

There are ways to know at a glance what quality the potion is, via the quality of the bottle itself. This is a great example of world building, of course you would put your best creations in your finest bottles. Morrowind further this notion of potions being real in world items by the existence of spoiled potions. If they were truly items made from plants, fungi and sometimes meat, it would make sense for them to eventually go bad.

The potions in the screenshots are paired with one of the many drinks present in the game. Many of these drinks have unique and interesting qualities, and can in one way be seen as potions. I have chosen for simplicity and clarity to discuss these drinks in the next chapter on food. 

Alchemy in Morrowind can be carried out anywhere, as long as you have the required items to do so. The items used for alchemy, while clunky, could arguably be used in the field. There are plenty of alchemists in Morrowind where you can buy and sell ingredients and potions. Much time and energy has been made to ensure that these laboratories feel like a distinct part of the world, as a place where someone could work.

Oblivion

Potions in Oblivion takes on two appearances, pink one for beneficial potions, and green one for poisons. Potions can be consumed to get the positive effects, while poisons must be applied to a weapon. The potions come in lesser, standard and greater qualities. Their effects range from boosting abilities to healing. 

As with Morrowind there is no easy way to ascertain from a distance what potions you are about to pick up. All beneficial potions have the same shape and the same color, the same is true for poisons. This uniformity can be seen as a way to give the potions a more cohesive in universe feel, they are practical everyday items above all else. 

The unifying color makes potions easier to spot at a distance, as they do not as easily meld into the background together with drinks and empty bottles. While this design undoubtedly makes them easier to recognize from a distance, they also stand out from the world. They no longer seem to exist within media res in the same way that the potions of Morrowind does.

I would argue that Oblivion sadly has the weakest use of potions of the games that I am discussing today, it fails to make the potions feel like a true part of the game, but simultaneously does not go far enough to make them easy gameplay tools. Oblivion exists as an inbetween of the narrative focused Morrowind and the gameplay focused Skyrim, a theme I will return to again and again in this series.

Skyrim

While there are a few instances in which the health potion is mentioned by name in the game, it does primarily seem to exist as a utilitarian shorthand for healing or the medical arts. A few books mention their creation, and use, as well as how different ingredients may lead to different results.

Health potions can be bought by vendors for sure, but can also be found in caverns, dungeons and most interestingly, inside people’s homes. While this makes sense from a gameplay sense, it does lead to some interesting narrative consequences. At some points are you able to hand these magical potions to an npc, that indeed does get better. Others you are forced to leave to their death. It is worth noting that Elder Scrolls Online is much more guilty of this crime than Skyrim.

This is another way that Skyrim streamlines some mechanics in order to make sure that the player can always be on the move. While these potions did exist in the prequel games, they are especially prominent in Skyrim, giving the player a steady supply of resources as they wade through even the lengthiest dungeons. This very much follows the same themes and design philosophies that I discussed in my text on books and shops in Skyrim. The ease of getting health potions very much encourages their use, as well as minimized downtime between dungeon delving. 

The size of the potions is a likewise easy way to discern what the potion will do, the bigger the bottle, the more it will restore the stated resource. Beyond these are potions that improve the player in one way or another, as well as poisons that damage or make the enemy weaker in one way or another. While a bit more abstractly colored they do still follow clear coloring patterns, as well as keeping to the same organizations when it comes to size.

Elder scrolls online

So many characters die tragic death when you, the player, can literally cast healing magic. This is to say that some suspension of disbelief must be taken in return for gameplay convenience. While the narrative convenience of the character the player is currently taking to dying works as a signifier to the player to move to the next area, is the frequency of its use rather offputting.

Potions are, like all other gameplay features, tweaked and corrected in such a way that they work in a continual gameplay experience without pausing. The potions are set on a timer, making sure that the player can only heal in certain predetermined intervals. The visuals of the portions follow the same logic of Skyrim, but with their own distinctive visual flair. Many new potions are added to facilitate online play like dungeons and PvP. 

Alchemy is once again made using crafting stations, these can usually be found in large cities and other concentrations of players, making the crafting stations a natural gathering point for players. The player can later get access to crafting in their player homes, or at the homes of their guildmates. The position of the crafting stations, as well as the existence of the trading and barter system adds a social dimension to the crafting and use of potions.

The way that players interact with potions is colored by another fundamental difference between ESO and earlier games. In earlier games like Morrowinds were items, physical objects, props with their own physicality that could be interacted with. ESO being online made this approach impossible. Items are constrained, with a few exceptions to being in containers, be that the player inventory, a box in the world, or a dialogue tree.

There are certain props, such as the items in player housing that can be interacted with directly, but for items like food and potions can they never exist in the gameworld, and as a result not be manipulated directly like they can in earlier games.

Final thoughts

Potions have a long history of use in game design, as a simple way of helping the player manage one of their resources, their character’s health. I have in this essay explored how different iterations of the Elder Scrolls have used the health potion, both as a gameplay mechanic, but also as a narrative device. I have presented a few ways that these goals can sometimes clash, and what the design of such an unambiguous item as the health potion can say about the wider design philosophy of the game. I hope that this essay has helped you look at the humble healing item in your own game design, or playing of games, and start to look at these seemingly trivial item in a new light.

In my next chapter I will discuss food and drink, and the vital cutoff points between the three modern iterations of Elder scrolls, and how they used food and drink, both to tell stories, and make for interesting gameplay opportunities.

Do you like my writing and want to help me write more? Please take a look at my patreon, it has several essays, and would help me create a lot more: https://www.patreon.com/cw/SamRandom13

New project!

My new project is now live, it is still very much a work in progress, but I still want to share it with all of you! It is a project where I will try and improve my photography skills as well as build up a portfolio. My focus will be on nature, abandoned spaces and liminal urban area. I hope that you find this as interesting as my writing. I will add context and examinations of the themes of each exhibit I publish.

https://samrandom131.wordpress.com/?_gl=1*p6rs7z*_gcl_au*MjA1OTE1MjI4NS4xNzUwMDI0MTQ0

Gwylim notes on Skyrim: Books and magical excavations

Introduction

Image taken in Skyrim with Library mod

Books are a fundamental part of the narrative building of the Elder scrolls series, they can often bring context to the greater narratives as well as specific quests. In this essay I will discuss four different quests, two from Oblivion and two from Skyrim. The unifying themes for these quests is that, except for one, they get a lot of context from the lore books surrounding, or being part of the quest

In this way I will discuss the strengths and weaknesses of relying on a player to read a book, and when in the narrative the book becomes available to the player.

Excavations and exploration

The magic institutions of both games have large questlines tied to them, both that eventually will see the player become the leader of said organization. In Skyrim this is the college of Winterhold, while in Oblivion this is the mage guild. Both of these have quests that take place in an excavation of one form or another.

Oblivion’s quest takes place rather late in the quest chain, and is used as a simple way of showing the player a common task of the guild, as well as to give hints of the internal struggles and conflict within the guild. There are some lorebooks and journals tied to the excavation, but it does not drastically change the context or importance of the quest. The quest itself is mostly there to help the player feel more like a member of the guild.

In Skyrim the quest is the first real quest that the players are sent upon, and also ends up being the inciting incident for the entire quest chain. This is already a stark difference from the Oblivion quest, where the dog was shown to be important, but had nothing to do with the war against the worm cult that the questline later became to circle around.

The dig in Skyrim takes place in Saarthal and is presented as a rather mundane task, after all they are letting the first year students take part in this dig, and you are told you are there to “find novel uses of magic”. The player is given the task to find any form of arcane items, finding several rings, as well as a necklace that upon taking, traps the player in a corridor.

This all eventually leads the player to finding the Eye of magnus, an incredibly powerful item that seems to have been forgotten. Everyone in the college of winterhold is shocked by the discovery, and no one seems to be aware of where this item comes from. 

This is most likely how the player will react as well, as the player has been given no information about the digsite or its history at this point. This leads me to my second comparison, books, book hunting, and incentivising the player to read.

Hunting for knowledge

Both Skyrim and Oblivion have quests related to acquiring books. The two quests I like to discuss in this essay are the acquisition of the four texts of the Mythic Dawn cult, as well as the Winterhold college text to acquire some stolen books. Both collections of books are related and tied to the quests in mention, but the games take considerably different approaches to how the players acquire, and are incentivised  to interact with these books.

In Oblivion the player is tasked with acquiring all four commentaries created by the founder of the Mythic dawn. This leads the player to peruse book shops, talk to book collectors and finally meet with the cult itself to get the final book. The books are given slowly over several stages of the quest. The player needs to acquire these books in order to find the hidden base of the Mythic Dawn cult.

After the player has acquired all books they are tasked to discuss what they have found with a member of the mage guild. The woman will offer to solve the riddle of the books for the player, but will only do so after twentyfour in game hours, as she first encourages the player to try to solve the riddle by themselves. This gives the player some downtime with the books, and may peak their curiosity. While the books themselves are mostly superfluous, it does give the player some interesting insights into the philosophy and goals of the Mythic Dawn.

Compare this with the quests Hitting the books, a quest that sees the player fight a guild of differently minded mages to acquire a series of books regarding the newly found Eye of Magnus. The dungeon is in and of itself an interesting case study, and worth its own essay all on its own. What is relevant to this essay is the way that the players acquire the bespoke books. They are located at the end of the dungeon, in a strange barren room containing only three pedestals, as well as the dungeon’s boss.

The player can choose to leave a prisoner behind to acquire these books as a trade, or fight the final boss for the same reward. The books The Last King of the Ayleids, Fragment: On Artaeum and Night of Tears. The players are told at the offset of the quest that the book may contain some clues on The Eye of Magnus. The players are then directed to return these books to the library, upon which the librarian mentions that the Night of tears has some interesting implications.

The Night of Tears does indeed contain a very direct and obvious explanation that the place the Winterhold College were excavating was indeed holding some arcane item so powerful the Nord inhabitants gave their lives to keep it hidden. The other texts present the player with some more context on the Ayleids as well as the Psijic order. The player gets no further incentive on reading the texts, and as far as I am aware they are never brought up again.

What is notable about the quest Hitting the books, is that actually reading the books, drastically reframes the entire questline. The player is told in the quest dialogue that the dig at Saarthal is routine, safe and simple. Reading the Night of Tears makes it clear that this was never the case, and brings up some unintended implications of either the college’s incompetence, or duplicity. It seems like a stretch to imagine that neither the Arch mage, or one of the faculty in charge of this site did not know about the site they were excavating, especially since the book would be available to them.

Final thoughts

I have presented four quests in this text, two have involved excavations, and two have involved the procurement of books. All are related to acquiring information or performing research in one form or another. I hope to show different ways that lorebooks can be used to further a narrative, and how it can harm it. I would argue that it is vital that the player still gets the vital information they need, regardless of if they read supplementary texts or not.

The commentaries of the Mythic dawn are pushed on the player who is incentivised to carefully read and examine the texts. Even if they do not, the player still has plenty of options to acquire the same information they got from the book elsewhere. In contrast, the books in Hitting the books are never actively pointed out as important until after they are handed over to the quest giver. This is done despite the fact that the book contains vital context to the quest that the player will not find through playing through the questline.

I have also presented two ways that excavations can be used in RPGs, and what different goals their inclusion may have. While Oblivion used its excavation to present the player to mounting dissatisfaction in the Mage guild, Skyrim uses the excavation as a suspense tool to build up to the big inciting incident for the College of Winterhold questline. Both are valid approaches, but will lead to vastly different experiences, and leaves the player with different connections to what they have explored.

Gwylim notes on Skyrim: Fictional essays and their use in worldbuilding

I have previously written about the importance of in game stories and nonfiction books in world building and storytelling, especially when it comes to fantasy and sci fi. In this text I wish to go even more granular and discuss a genre that is close to my heart, the essay. Often more loose in form than a report or a paper, essays are great for presenting ideas and concepts in a condensed yet easy to understand format. 

Essays often exclude some of the contexts needed to understand the texts if it’s common knowledge. This allows the text to focus more on the topic at hand. This makes essays uniquely suited to give a player tidbits about the world a game is set in, without needing to present a lot of information all at once. Essays allow you to bring small packets of information in a condensed format. It allows the player to put together the information themselves over the length of the game’s narrative.

Essays have a further advantage of having a more personal voice in its writing. This allows you to not only tell stories with the essay itself, but also be able to create a writer of essays. A person that allows for a unique point of view. It is this point of view character that makes the essay such a vital tool of narratives.

The Elder scrolls series is no stranger to in-universe texts, some have gotten physical releases as well. Elder scrolls has several texts that not only discusses parts of the world, but argues for or against certain assumptions of the narrative. For example, the many schools of magic are hotly debated in a number of texts. Necromancy in particular is debated and arguments for and against.

Likewise many historical events of the narrative are discussed in great length. In this text  I would like to discuss two such texts in particular. The life of Barenziah and the mystery of the Dwemer. Both are excellent examples on how elder scrolls play with the idea of an objective reality in its narrative.

Dwemer, myths and misinformation

The disappearance of the Dwemer is described as one of the largest mysteries in the narrative of The Elder Scrolls. Their obsession with science, their alien philosophy and of course their sudden disappearance from Nirn all together have fueled discussions both in game and amongst fans. There are many texts discussing and arguing the minutiae of Dwemer, science and beliefs. Some texts like On Dwemer law and the Dwemer series are written as serious scholarly attempts to try and get to the bottom of Dwemer culture, and what impact they have had on Dunmer and Altmer culture.

There is also the series of Ancient Tales of the Dwemer. That presents the Dwemer in a very different light. The Dwemer described in these tables are considerably kinder, more peaceful and overall friendly than the Dwemer that can be found in other texts. 

This discrepancy is something the players will find for themselves when devling into the many Dwemer dungeons and facing the many sadistic traps and torture chambers of the old Dwemer holds.

This is a point that the scholar Hasphat Antabolis discusses in his text Dwemer History and Culture. He argues that the tales discussed in the Ancient Tales of the Dwemer are in fact re-packaged folk tales that have been rewritten to be given a certain exotic Dwemer flair.

That the kind and friendly Dwemer became a lot more palatable for the middle class reading rooms. These texts have as a result been spread and read by thousands, and are today still very prominent, despite the fact that they have been thoroughly debunked. The idea of a historical narrative remaining true even after decades of disproving is something that can be found in many places in real life.

The text brings up ideas of how dark and brutal histories and cultures can often be softened and simplified in order to make them more palatable to the general public. This is a wonderful example of how Skyrim uses real life phenomena within history and anthropological research to make its game world feel more complex.

The life of Barenziah and Biography of Barenziah

The controversial character of Barenziah has two texts written about her. One official series of biographies titled Biography of Barenziah paints her as the first and only Dunmer empress and describes the struggles of her life with a kind and borderline naive tone, breathlessly praising her numerous grand qualities. The second unofficial text written by an anonymous scribe titled The Real Barenziah is scandalous, provocative and deeply judgmental with poorly hidden sexism and racism contained through the text. The role of Straw the stable boy is one of the decisive differences.

What is interesting about these texts is the transparent intent of the authors behind both series. One series is describing in short and somewhat dry terms the life of the only Dunmer ruler of the empire. The other is a series of character assassinations and brutal accusations of promiscuity and debasement. Sadly this is a tactic that has, and still is used to discredit many women who have been in power. Furthermore, the first text is written as a simple document that retells major events in Barenziah life, while the second is written like a serialized romance novel, with rich descriptions of events and lengthy dialogues.

The stark difference in the texts presented narrative forces the player to look at this one historical figure from separate points of view. While the text of Skyrim makes it clear in the presentation of the texts which one is the more probable and reliable. It does nonetheless make a clear case that not every text that the player encounters can or should be trusted. Like in real life are all narratives created by a person, a person with a specific worldview, historical background and motivations. Both texts have clear biases, and both have clear goals with their narratives. It is up to the player what parts to believe.

Final thoughts

I like to conclude this essay by discussing another series, Rising threat, a series describing the rise of the Thalmer from an Altmer point of view. It is interesting for several reasons, one of them being the only purely Altmer narrative in the game, as well as for giving well needed context to the rise of the organization. This series explains how the Thalmer monopolized the sudden end to the Oblivion crisis, and claimed that they were the true heroes of the calamity.

Despite this falsehood eventually being disproven, has it nonetheless become a truism within the history of the Altmer. Furthermore, the texts are interesting for the disclaimer made by Praxis Erratuim that warns the reader not to take some of the more fanciful speculations of the texts all too seriously. Like with the Anecdotes of the Dwemer this text presents the idea that history is sometimes not created by the most reliable facts, but by the most prevailing of narratives.

My goal with this text is to present my reader with a  few examples in how ambiguity and contradictions can be used to deepen a narrative and make a fictional world feel more complex, more nuanced and more alive. I would also like to argue for the use of books and journals for the furtherance of narratives and lore that would be unwieldy to present in direct or ambient dialogues.With all this said, this kind of narrative presentation has some serious shortfalls. The chief being that the player needs to first find, and then read the text to get the information needed. I will discuss a few of these pitfalls in a future Skyrim essay: Books and magical excavations.

Oakendale Academy

Enroll in the prestigious Oakendale academy, one of the Empire’s most prestigious academies for studying the arcane arts. Learn about the cultural and historical roots of arcane practices, study herbology and ecology and so much more.

This is a small demo where you are introduced to the school, its philosophy and its teaching practices. You will also be introduced to a few of your fellow students as well as the faculty of the academy. This demo is rather short and will not take more than a few hours to complete. You can save the game at any time by visiting your dorm room.

Oakendale academy by SamRandom

This is my first attempt at a text adventure, the demo is free to play and runs in your browser! I hope to be aböe to create many more games in the future, in many formats, not just text adventures.

Writing update

So, funny story. I have several papers cooking, but none of them are finished for today! One, almost was. But would make no sense without the other. So here’s a little rundown of upcoming topics!

Gwylim notes on Skyrim: health potions and visual shorthand

This is the next part of my Skyrim series, it needs some more research done, and I need to take some reference photos before it’s ready but the base is there.

The potion bottle is a staple of the fantasy game genre, and can be found in most every game of the genre, from Dark souls to legend of Zelda. In Skyrim are the potions easily labeled and color coded to the stat that they refill, green for stamina, blue for mana and red for health. What I wish to discuss in this text is their prominence in the game world.

Health potions can be bought by vendors for sure, but can also be found in caverns, dungeons and most interestingly, inside people’s homes. While this makes sense from a gameplay sense, it does lead to some interesting narrative consequences. At some points are you able to hand these magical potions to an npc, that indeed does get better. Others you are forced to leave to their death. It is worth noting that Elder Scrolls Online is much more guilty of this crime than Skyrim.

Gwylim notes on Skyrim: Books and magical excavations

This will be a continuation of my exploration of books and their use in narrative building in Skyrim and Oblivion. I want to lay a fair bit of groundwork before I post this one. There is a fair bit of research to do for this, and the other essays in the series.

Books are a fundamental part of the narrative building of the Elder scrolls series, they can often bring context to the greater narratives as well as specific quests. In this essay I will discuss four different quests, two from Oblivion and two From Skyrim.  The unifying themes for these quests is that, except for one, they get a lot of context from the lore books surrounding, or being part of the quest.

In this way I will discuss the strengths and weaknesses of relying on a player to read a book, and when in the narrative the book becomes available to the player.

Warhammer essay: Wild creativity and measured preservation

I have slowly been working on more Warhammer essays, but currently are the Skyrim essays taking precedence. I need to get my hands on a few lore books first if I want to be able to discuss Warhammer properly again, as a lot of the texts I have are either too old, or too new for what I want to write about.

Warhammer fantasy as well as warhammer 40k has an interesting relationship to the concept of creativity, knowledge and the art of creation. There are two opposing forces that are present in much of the texts. These are of innovation and of tradition, as well as carelessness and caution.

Each faction lands somewhere between these parameters, and a lot of the faction’s philosophy, morals and history can be gleaned from these traditions. There are some ideas that returns again and again. Tradition often comes with stagnation and loss of generational knowledge. On the other side is carefree innovation leading to explosive results. I will present a few examples of these themes in this essay, but they are by my way exhaustive.

Umvelon: City of magic

I have been writing a lot on a lore supplement for my homebrew setting Landhurst. I have posted a bit of this project on my patreon, so if this sounds like something that is interesting to you, you can find more information there. I want to present the introductory text here, to give my readers an idea of what I have been working on.

Introduction

Umvelon is Landhurst’s third largest city, and the second largest centre for education in the entire nation.  It is most importantly the undisputed centre for arcane education, research and regulation. The seemingly ancient city is in fact one of the younger cities in the nation’s history.

After the Elven defeat did the nascent mage guilds take the arcana rich site to be their centre of learning and research. From the humble campus on top of a ruined Elven metropolis did the mighty city of today take shape. Spreading ever downwards towards the muddy waters of the surrounding swamplands that keeps the city isolated from the mainland.

Magic education and bureaucracy.

Umvelon is the seat for higher arcane learning, and the only place where one can learn the many trades that require a full time commitment, such as battle mage, alchemist or healer. While the rest of the nation have rudimentary research and safety training for proper arcane use is it only in Umvelon that one can become a full fledged member of the mage guilds.

Furthermore the city is the centre for the governing body of the mage guilds. It is from here that arcane disasts, corruption and other dangers are investigated and rooted out. The dreaded Mage hunters, the personal juridical wing of the mage guilds also have their headquarters in the city, brazenly displaying their clandestine operations in broad daylight.

Patrons of art and education

Besides the arcane colleges there are several smaller academic institutions present in the city, not least of them the Librarians and archival collage, as well as the academies for History and the liberal arts. These campuses can be found all across the city, but everyone boasts at least one lecture hall on the coveted Campus hill in the fourth ring of the city.

Beyond the official institutions is the city sprawling with museums, bookstores and coffee shops that hold unplanned lectures and readings for anyone interested. Most of these institutions are free for citizens and are paid for by the many rich trade families that have made the city their home. A grand payment to one or more of the educational institutions of the city not only garners good will with the citizens, but also gives them rather generous tax cuts from the city’s mayor and mayoral staff.

Arcane trade

Umvelon is the centre of all arcane trade in Landhurst, and all arcane items are either made here, or made by someone who has been educated here. The guilds keep a close eye on all wares of an arcane nature that moves through the nation’s many waterways. Close, but not so close that smuggling and bribery is not permitted, solely to make sure that research and production runs smoothly ofcourse.

Arcane artifact

While many of the bulk products such as magically enchanted ammunition, scrolls, crystals and potions are made in large warehouses elsewhere, the city is still full of production. It is unsurprisingly full with the kind of production that will not disturb a college professor’s mid day nap with its noise, or the kind of smell that makes a high society lady reach for her perfumed handkerchief.

Umvelon news

I have been working a lot on a lore supplement for D&D 5e in the last few weeks. This is the second sample from this work. This is an excerpt of a mechanic I aim to implement, where the players can get quests and news from reading newspapers and pamphlets. Updating the traditional job boards and tavern crawls of classic D&D.

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Gwylim notes on Skyrim: Stairs, gameplay and narrative guides

Introduction

Skyrim is the latest installment in the Elder scrolls series. The game series is an open world rpgs filled with magic, monsters and intrigue. Skyrim is set in the fringed northern land of the same name. This land is deeply inspired by a romanticized version of Viking and Nordic culture. The land is rugged and mostly barren, with a few scattered cities hidden behind grand walls. There are small farms scattered amongst the landscape, so are strange stone formations, caves, old temples and many many burial mounds. Skyrim is a mountainous land, and very few areas are completely flat. 

This makes the inclusion of stairs feel like a very natural part of the environment. One of the problems with open world games, especially those that are as large as Skyrim is the risk of players getting lost. Skyrim has many clever way of leading the player towards points of interests, from stone canines, small rocks statues, and dirt paths. One of the greatest way that the game leads the players is with stairs, low stone stairs that do not impede the players walking speed, but that subtly show that there is something important nearby. 


Height has also been used with great effect in Skyrims two latest predecessors. Cyrodiil in Oblivion is markedly bowl shaped, with the imperial city in the centre of the bowl. The effect is that if the player goes downhill they will eventually end up in the Imperial city. A logical design considering how vital the city is for the game both narrative and gameplay wise.

Vvardenfell in Morrowind is likewise built around a specific geographical feature, namely the red mountain. The cause of the red fever and home of Dagoth Ur. The presence of the red mountain in the centre of the map, in combination with the constant belching of smoke gives the game a constant sense of dread and urgency.

The player often simply needs to look up for a reminder of what they are fighting for, and trying to destroy.

Mountains and cliffs

The decision to make Skyrim a very mountainous area further helps to funnel the player in to areas of interest. Roads snaking along valleys and across vaistas is an easy way to lead the player towards points of interest. This strategy is very much enhanced by the combination of stairs leading up otherwise unscalable hills and cliffs. The world design takes great advantage of its mountainous areas to create breathtaking vistas from many of the games key locations.

The dragon priest ruins having several high points from where they practiced their Thu’um also makes for great vantage points to the players. Mountains also make for natural barriers, and while they do not often work like that in practice, mountains are great theoretical barriers to keep the players away from certain areas, or from taking unintended routes.

The introductory road to Riverwood being a great example of this, as the players snake along the road down the cliff they are faced with the vastness and emptiness of Skyrim’s wilderness.

Miraaks temple is placed on a hill, at one of the highest points of the island. The castles of the vampires and the Dawnstar are both located on an elevation, letting them loom over the players as they approach.

Cities and stairs

The main cities of Skyrim all use elevation in interesting, and often historically accurate ways. Windhelm is very clearly stratified around elevation, with the jarls kept at the top, leading down to great families, then the traders and last the common citizen. Morthal has a similar design with the temple of Diala and the jarls keep rather literally lording above the lower levels of the city. The poor are literally forced underground, while the rich live in cliffside residents. 

Winterhold is rather flat, with two exceptions, the docks and the grey quarters are both located at the bottom of steep stairs, putting them at a both spiritual and visual lower level then the ruling nord classes. It also increases the sense of isolation and destitution of these areas

Solitude has an interesting dip in the middle of the city, as well as a hill approaching it. This detail means that both the blue palace and the imperial fort are located uphill. The player will always approach these structures from below. Riften has the most obvious height dichotomy, with its most poor literally living underground, while the Jarl fort is also located at the top of a small hill.

The college of winterhold also is kept at a distinct elevation from the ruins of its former patron city. Finally at the greybeards located at the highterst top of the world, both in literal and spiritual sense.

Conclusions

Height and the traversal of height is a vital part of Skyrim, both from a narrative and gameplay point of view. The ways that Skyrim uses height can be mirrored in the way that Oblivion and Morrowind uses height. The concept of elevation can be used both as a gameplay tool, and as a narrative tool.

The volcano of the Red Mountain in Morrowind both works as a goal, but as a deterrent to the player. Doubly so with the addition of the ghost fence cutting the player off from the peak for most of the gameplay. It is a deterrent, but also a sign of the ultimate goal for the player.

Oblivion uses its bowl shape to give the player a constant reminder of the Imperial city, the seat of power for the empire, and the very thing that the player is working to save. From a gameplay perspective does Oblivion use the high tower of the Imperial city as well as its central location as a tool for the player to navigate, and find their way back to the central hub of the game.

Skyrim likewise uses elevation, and stairs both for narrative and gameplay use. The narrow valleys help guide the players towards points of interest, and the elevation of certain buildings relative to its surrounding can tell the player a lot about a place without saying it expressly.