Former Elder Scrolls Loremaster Discusses Departure from Bethesda, Starfield's Communication Challenges, and Vision for TES6

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Kurt Kuhlmann, a key figure known as the "loremaster" for The Elder Scrolls series for more than two decades, has recently opened up about his decision to leave Bethesda in 2023. His departure, while not widely publicized, caused ripples among those deeply familiar with the franchise's history. Kuhlmann cited a culmination of long-term dissatisfactions, primarily stemming from the evolving dynamics within the studio as it expanded, particularly evident during the development of Starfield, and a personal promise regarding his leadership role for The Elder Scrolls 6 that was ultimately not honored. He reflects on these changes with a sense of pragmatism, acknowledging the inevitability of such shifts in a growing company, but also expressing a preference for a more hands-on development role.

Kuhlmann’s journey with Bethesda was characterized by two distinct periods. His initial involvement as a junior designer in the mid-90s saw him contribute to titles like The Elder Scrolls 2: Daggerfall and The Elder Scrolls Adventures: Redguard, as well as the early stages of Morrowind. After a hiatus, he rejoined the studio in 2003, subsequently playing a pivotal role in every major Bethesda release, including co-leading Skyrim's design and serving as lead systems designer for Starfield. His deep understanding and influence on Tamriel's lore led to his unofficial title as the Elder Scrolls "loremaster," a role that involved answering lore-related inquiries when ZeniMax Online Studios began developing The Elder Scrolls Online.

The cultural landscape at Bethesda underwent significant transformations, particularly following the immense success of Skyrim in 2011. Kuhlmann recalls a time when the studio operated as a smaller, tightly-knit group of developers, including Todd Howard, where decisions were often made collaboratively and informally. However, as the company grew, acquiring other studios like BattleCry and Escalation Studios, and eventually being acquired by Microsoft in 2021, its operational structure shifted dramatically. By the time Starfield was being developed, it involved multiple remote studios, leading to what Kuhlmann described as "communication breakdowns" and a sense of detachment from senior management. The once-fluid decision-making process became more hierarchical, with layers of management filtering information and decisions, sometimes to the confusion of development teams.

Kuhlmann observed a shift in Todd Howard's role as well. While he praised Howard's design acumen and project leadership, the increasing demands on Howard's time from a larger organization meant he was less involved in day-to-day design decisions. This, Kuhlmann noted, occasionally led to decisions being made in Howard's absence that later needed revision. Furthermore, the roles of senior developers, including Kuhlmann himself, became increasingly managerial, moving away from direct content creation. This evolution, though perhaps a natural consequence of growth, was not aligned with Kuhlmann's personal passion for hands-on game development. He felt the environment had grown beyond where he could genuinely enjoy his work.

A significant factor in Kuhlmann's departure was an unfulfilled promise from Todd Howard. After Skyrim's release, Howard had verbally indicated that Kuhlmann would take on the lead design role for The Elder Scrolls 6 (TES6), which was initially planned to follow Fallout 4. However, subsequent projects like Fallout 76 and the extensive development of Starfield meant TES6 was repeatedly delayed, causing Kuhlmann to wait for over a decade for a role he believed he was destined for, given his experience and contributions to Skyrim's success. When he was ultimately informed that he would not be leading TES6, it marked a "tough conversation" and a divergence in expectations between him and the studio's leadership. Despite this, he candidly admitted that, in hindsight, the evolving nature of the lead role might not have suited his preferences for direct game creation.

Kuhlmann's reflections on his exit are devoid of resentment, underscoring his enduring affection for Bethesda and The Elder Scrolls franchise. He expressed that if the studio had remained its smaller, earlier self, he would have enthusiastically continued his involvement with TES6. He even shared his conceptual vision for the game's narrative, imagining TES6 as a "The Empire Strikes Back"-style installment where the Thalmor, the elven supremacists introduced in Skyrim, would emerge victorious, setting the stage for TES7. This darker, less triumphant ending would have offered a fresh alternative to Bethesda's typical "chosen one" trope, albeit acknowledging the unlikelihood of such an outcome given the studio's release cycles and audience expectations. Now, like many fans, Kuhlmann finds himself observing the future of The Elder Scrolls from an external perspective, curious about the path the series will take.

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