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The Elder Scrolls V: Skyrim

Inside Skyrim's Menu System Overhaul

In a game as large as the open world RPG The Elder Scrolls V: Skyrim, comprehensive menus are a necessary evil. Though they may not be pretty, players need a way to easily manage items, review skills, and map out directions to their next dungeon crawls. The menus in Oblivion functioned, but they were essentially a cumbersome medieval equivalent to Excel documents. For the sequel, Bethesda is striving for a friendlier user interface.

Rather than refine the pre-existing menu system from Oblivion or Fallout 3, Bethesda decided to toss them on the scrap heap and develop a new, streamlined interface. Searching for inspiration, the team kept coming back to Apple, and for good reason. Over the last decade the company has revolutionized how consumers interact with software and hardware moreso than any other tech outfit.

”You know in iTunes when you look at all your music you get to flip through it and look at the covers and it becomes tangible?” game director Todd Howard asks. “One of our goals was 'What if Apple made a fantasy game? How would this look?' It's very good at getting through lots of data quickly, which is always a struggle with our stuff.”

Like in Oblivion, pressing the B or circle button opens up the menu system. Instead of returning you to the last page you visited as it did in Oblivion, Bethesda now presents you with a simple compass interface that offers four options.

Pressing right takes you to the inventory. The interface is a clean cascading menu system that separates items by type. Here players can browse through weapons, armor, and other items they gather during their travel. Instead of relegating players to looking at an item’s name and stat attributes, each possession is a tangible three dimensional item with its own unique qualities. Thousands of items are fully rendered, and players can zoom in on or rotate each one. You can even get an up close view of the flowers and roots you pick for alchemy. “It becomes an interesting time sink,” Howard says. “You can look at and explore every single thing you pick up.”

Pressing left from the compass gives players access to the full list of magical items, complete with breakdowns of how the spells operate. As we mentioned in the Building Better Combat story, the world of Skyrim features over 85 spells, many of which can be used in a variety of ways.

In Oblivion, players could map eight items from their inventory onto the D-pad for easy access. Given the new two-handed approach to combat in Skyrim, Bethesda didn’t want to limit players to eight items. Instead, pressing up on the D-pad pauses the action and pulls up a favorites menu. Anything from your spell library or item inventory can be “bookmarked” to the favorites menu with the press of a button. How many items appear on that menu is up to each player. Bethesda isn’t placing a cap on the number of favorite items, so theoretically you could muck it up with every single item you own. Though you can choose how many items appear, you can’t determine the order; items and spells are listed alphabetically.

Pressing down in the compass menu pulls the camera perspective backward to reveal a huge topographical map of Skyrim. Here players can zoom around to explore the mountain peaks, valley streams, and snowy tundras that populate the northern lands. Pulling the camera as far away as possible gives you a great respect for the size of the game world. From the map view players can manage quest icons, plan their travel route, or access fast travel.

Finally, pressing up in the compass menu turns your gaze up toward the heavens. In previous games, astrology played a large role in character creation. Though Skyrim abandons the class structure in favor of a "you are what you play" philosophy, Bethesda is preserving the player’s ties to star signs.

Three prominent nebulae dominate the Skyrim heavens – the thief, the warrior, and the mage. Each of these represents one of the three master skill sets. Each nebula houses six constellations, each of which represents a skill. As in Oblivion, every player starts out with the ability to use all 18 skills – any player can use a two-handed weapon, try alchemy, or cast a destruction spell (provided you find or purchase one). As you use these skills in Skyrim, they will level up and contribute to driving your character's overall level higher.

Every time players rank up their overall level, they can choose a supplemental perk ability for one of the 18 skills. For instance, if you fight most of your battles with a mace, you may want to choose the perk that allows you to ignore armor while using the weapon. As in Fallout 3, several of the perks have their own leveling system as well, allowing you to choose them multiple times. Once you choose a perk, it lights up the corresponding star in the constellation, making it visible when looking up to the heavens while interacting in the world.

“When you glance to the sky after you’ve played the game for a while, what you’re seeing in the sky is different than what somebody else is seeing based on the constellations,” Howard says.

To read more about all of the great details we extracted from Bethesda during our cover trip, visit the Skyrim hub by clicking below.

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Comments
  • "Instead of relegating players to looking at an item’s name and stat attributes, each possession is a tangible three dimensional item with its own unique qualities. "

    when i come to the menu's, i want to be able to see the stat attributes... i severely hope this new system doesnt make it harder to view items in order of weight/value/strength...

  • Erm, I really liked the Oblivion menus, was easy to find things and sort to my preferences.... And a "favorites" section which only gives you alphabetical sorting doesn't sound at ALL better :-/ I WANT to be able to sort things! *snarf*
  • Can't even contain my excitement!

  • ooooo an enchanting class

  • This is the first article that hasn't left me totally pumped. Everything else has been jaw-dropping awesome. I really liked the wheel concept from Oblivion and Fallout3/New Vegas (though not on 360, the d-pad on that controller is terrible... there's a 50/50 chance of actually selecting what you intended to). It's always bothered me that when playing a Bethesda game all action stops so you can look at your Pipboy to get out the weapon you want or you shoot yourself up with stimpacks or to drink a few potions. That wheel allowed you to prepare yourself without 'cheating'. I know it's not REALLY cheating, but it sure feels like it.

  • Doesn't seam very PC friendly, they really need to make a different inventory for pc. The Oblivion one was fine for consoles of CRT's but for HD tv's and monitors, we don't need a huge boarder.

  • Hey, wouldn't it be cool of they configured the game to use the chat pad for macros?  I think that would be awesome, and so much more convenient than this or Oblivion's system.

  • are you guys best friends with Todd Howard? Cause you talk with him a lot more than any other developer
  • Hell of a way to streamline the menu system.

  • Sounds great. The Oblivion menu system was god-awful.

  • i need this game i cant wait to slit throats with a dagger!
    also it says enchanting as a skill which leads me to believe that it no longer requires all that stuff from oblivion it took to enchant stuff
  • When it comes to RPGs Bethesda can't be beat

  • I expect some gag perks just like in Fallout, lol. 85 different spells, hundreds of different combinations now that there is that new combat system(Finally got into using magic in Oblivion and I must say, the thought of being able to use two spells without having to resort to the quick-switch menu sounds very enticing). Like you mentioned, the Oblivion menu was cumbersome...but I liked the style, it was like your character was bringing out a parchment...I think the new map system that was mentioned will take away from that. The rest of what the menu was used for, however, I couldn't be happier that the style for it is changing.
  • It's a shame, they said that they were to stop the "cascade of information?" about Skyrim at the end of January... oh well.

  • OMG OMG OMG, I need to get a fapkin before reading these, DANMIT I CAN WAIT NO LONGER!!!! I'm going to love looking around the map and stars, and I love how how I can choose what I want to improve throughout the game!

  • Totally Psyched now that is a monumental game if there is a sweet menu ang Guide

  • The blue flames look like a (facing) right hand.

    Looking good!

  • A three dimensional, comprehensive menu sounds great, I just hope it doesn't take too long to find what you want. User-friendly doesn't necessarily mean speed friendly. I liked Morrowind's menus. Everything in one place.
  • looks good
  • Gah! Everytime I see one of these articles I find myself more and more obsessed with the idea of this game, I cannot wait for 10 months :(