How to Read A Videogame: The Books of Skyrim
The bluntest instrument in a game designer’s repertoire is text. Words are forced upon hapless casual gamers in niche titles like Amnesia: The Dark Descent and offered immoderately to dedicated fans in lore-laden RPGs. The modern maestros of fantasy at Bethesda Softworks penned thousands of pages of text for the Elder Scrolls series, scattering 256 detail-packed, in-game books across 2006’s Oblivion, with a commensurate amount in 2002’s Morrowind. Presumably these tomes were consumed by the hardcore few. Did Bethesda spend countless hours of careful word-crafting for a fanatical minority? With the release of Skyrim on the frosty horizon, and a deluge of the northern territory’s historic annals in tow, we wondered just how many Argonians it takes to draft four volumes of The Argonian Account and where the legends lead.
According to co-lead designer Kurt Kuhlmann, the practical literature of The Elder Scrolls skill books is all about immersion. “The skill books are more an opportunity to give gameplay to something that is already in the game as flavor,” he says. “The player isn’t required to read the text in order to get the benefit from the skill book—just open it. The books are there to provide backstory and world flavor to those players who are interested. We’re not trying to force people to read the books if they’re not interested.”
So then who is interested?
Diehard fans, the hardest of the diehard, may comb through the literature, but Bethesda holds no record of these illusive lore lovers. “We don’t have any way of tracking [who reads the in-game books],” Kuhlmann explains. “We do have a group of passionate fans who love that kind of thing, but I don’t know what percentage that might be.” The percentage, it seems, is unimportant next to the sense of fullness that the written accounts provide. Books like Oblivion’s Liminal Bridges are either too referential or too technical to offer probative value to the player. They suggest rather than tell, and for Kuhlmann that’s the appropriate dynamic.
“I think the books provide that feeling of a real, larger world to everyone who plays the game,” he says, “even if they don’t read them. You know that you could read them, and I’m sure there are players who read a few of them (the ones that pique their interest) and then the hazy mass of other unread books contributes to that sense of the larger world waiting to be explored further.”
In an interview with @Play, Irrational Games’ Ken Levine explains how a game’s layers can speak to eclectic audiences. “With BioShock… our goal was to put the [lore] there for the people who want it,” he says, “and there’s an incredible amount of depth, but we really wanted people to be able to play it and… if they didn’t want to deal with this deeper story, they didn’t have to.”