We already see Skyrim in every game we play.
I think its a good pacing mechanism (for those choices)," Region Director Berto Ritger said.
“We know roughly what youve done before youve gone to the next thing.
In turn, everything in the zones is purposeful and not present to make the open world feel larger.
Pacing is really tough in open-world games, Narrative Designer Kate Dollarhyde shared.
You never know where the player is and what theyre doing at any given time.
via Obsidian