The Elder Scrolls V: Skyrim

The Skyrim Together mod is currently embroiled in a controversy that has seen its developers accused of stealing code. Meanwhile, there's increased scrutiny on the modding team's Patreon, which currently pulls in over $25,000-a-month.

Skyrim Together is an ambitious and high-profile mod for Bethesda's hugely-popular fantasy role-playing game that lets players play together. It recently held a beta open to those who backed the Patreon.

The recent controversy revolves around an accusation the Skyrim Together mod "steals" code from Skyrim Script Extender (SKSE).

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The Elder Scrolls V: Skyrim

An impressive Skyrim multiplayer mod enters closed beta soon, with an open beta to follow.

The eye-catching Skyrim Together mod is more than someone's pipedream - it's a functional mod that currently lets up to eight players play together in Bethesda's hugely popular fantasy game.

The mod is the work of a group of talented software engineers who have spent some time tinkering with Skyrim in order to get multiplayer working. The closed beta is for those who back the project on Patreon. The open beta launches immediately after the closed beta, which the modders said wouldn't last long in an announcement post on the Skyrim Together subreddit.

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The Elder Scrolls V: Skyrim

It feels like an age since the last Elder Scrolls game was released (seven years, to be precise), and it's probably going to be several years more before we see the next one. It's an agonising wait, and for some older fans, it really is a race against time. But thanks to an online campaign, fans are hoping at least one Skyrim-playing grandma will be involved in the next game. In at least some sense of the word.

As possibly the coolest grandma on the internet, you may well have already heard of Shirley Curry. She's an 82-year-old YouTuber who primarily records herself playing Skyrim, and has pretty much won the hearts of everyone in the Elder Scrolls community. Referring to her subscribers as "grandkids", she goes out of her way to reply to every comment on her videos, and her let's plays are basically the most wholesome thing you can find on the internet. And, if you still doubted her credentials, last year she even made it into the Guinness World Record book as the oldest video game YouTuber. Here's her latest Skyrim video, should you want a look:

Her place at the centre of an internet campaign, however, began after a Reddit user spotted her comment on a YouTube video analysing the comments Pete Hines made to Eurogamer about TES6's release window. "I guess that puts the nail in my coffin," Curry wrote. "When Skyrim 6 comes out I'll be 88! So I probably won't get to play it."

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BioShock Infinite

Looking at places to live in games, it would be easy for the most magnificent, pompous and elegant palaces and castles to dominate any appreciation. But there is plenty of room to appreciate those residences that are tucked away, perhaps underrated, that are not major hubs or destinations and that are only subtle intrusions. Some draw a curious sense of attachment from players, eliciting a sense of pseudo-topophilia - a close relationship with a virtual land or place. The resulting effect is sometimes enough to cause the sentiment: if this place were real, I would live there.

Right in the corner of the Hinterlands in Dragon Age: Inquisition is the Grand Forest Villa. Its position in the landscape is not obtrusive or jarring, and in turn makes use of the surrounding Hinterlands as its grounds and gardens. Not only does it look fantastic in its geographical context, the residence fits the medieval-fantasy context, oozing grandeur and splendour. But it also serves a purpose: in the Dragon Age lore, it was built for a special friend of the Arl of Redcliffe to allow him to stay near Redcliffe Castle, but far enough away to not raise eyebrows or induce scandal. Designed to be elegant and bold, the Villa - which is a generous term - would have been a beautiful place to live. Even though there are no obvious living spaces on show to relate to they are there - probably within the thick stone walls that add a strange, yet weirdly complete juxtaposition of woodland villa aesthetic next to defensive fortress.

Its semi-open nature permeates its design. Opening up sides and boundaries has the effect of bringing the outside, inside - nowadays, think about homes that have entire walls made of glass to bring their garden 'inside' - blurring the boundary between indoor luxury and the pleasantness of nature, landscapes and plants. It also opens up expansive and brilliant vistas from the Grand Forest Villa, the importance of which is demonstrated by the design of designated viewing decks or points offering fabulous views over the lush and rolling Hinterlands landscape.

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The Elder Scrolls V: Skyrim Special Edition

When Skyrim launched on Switch last year, Bethesda was upfront about the fact it had no plans to support mods on Nintendo's machine. "We would love to see it happen," Bethesda's Todd Howard told Eurogamer, "but it's not something we're actively doing."

Twelve months later and official Skyrim mod support for the console is still nowhere to be seen. Yet, in a quiet corner of the internet, an enthusiastic community of Skyrim fans has picked up Bethesda's mantle, and - with a lot of dedication, and a touch of grey-area system circumvention - has managed to establish a burgeoning mod scene on Switch, entirely of its own volition.

Most of this activity currently revolves around the Skyrim NX Modding Hub, run by PC mod author and self-confessed "Nintendo Switch addict", Doodlez (obviously not his real name). "I've always had a fascination with the idea of modding games you aren't meant to mod," Doodlez tells me, explaining that, "There's always been a sort of disconnect between console modders and PC modders since console modding has often been sort of shady". But with a passion for both platforms, "I thought I could attempt to make a bridge between them.

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The Elder Scrolls V: Skyrim

"Come on. Lighten up. Have a whiff."

It's late into Cyberpunk 2077's demo when Dum-Dum extends a claw toward V, offering a hit from a skull-adorned inhaler. Perhaps sensing the veiled hostility behind the supposed peace pipe being thrust under her nose, she obliges. Arachnid eye implants shine through a red haze. Dum-Dum takes his own hit, and flared nerves settle. Between all the talk of cred chips and bots, the tension that fuels this choice stems from a ritual as old as time. Breaking bread. Chinking cups. Passing the proverbial Dutchie to the left.

Adult games, as a medium, are often enamoured with their own portrayal of taboo subjects, but there's a streak of silently judgemental conservatism dulling the libertine sheen. By confining their use to grim settings, these stories condemn altered states of consciousness as the territory of society's dregs. At the same time, they're perfectly happy to hijack their aesthetics when it suits. Unexamined praise can be as useless as uninformed panic, of course, but let's be clear here: games are, for the most part, shit at doing drugs properly. Here's a brief history of drug use in games.

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The Elder Scrolls V: Skyrim

In the real world, house prices are so high that owning your own home is a pipedream for millions.

But what would it cost to buy a house in, say, Skyrim, if it were in the real world? Well, all of a sudden house prices get a bit more realistic.

Mortgage broker L&C Mortgages spent some time working out the real world cost of property in a raft of video games, including Skyrim, Fallout, Zelda and The Witcher 3.

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The Elder Scrolls V: Skyrim

Bethesda Games Studios, maker of The Elder Scrolls and Fallout games, tends to be a pretty secretive place. We won't hear anything for ages and then announcements for Fallout: 76, Starfield and The Elder Scrolls 6 come along at once and everybody frantically starts planning time off work.

The games are great but they're not, according to studio leader Todd Howard,
the greatest thing Bethesda Game Studios does. That honour belongs to something the studio doesn't shout about, a fairly private thing. Every so often Bethesda Game Studios opens its doors to terminally ill children who wish to see where their favourite games are made. It's part of the company's quiet ongoing support of the Make-A-Wish Foundation.

"You want a reality check at work..." -Todd Howard.

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The Elder Scrolls V: Skyrim Special Edition

Every season has its own distinct landscape look, feel and characteristics. This has permeated into game design incredibly pleasingly. It is easy to think of a video game setting bathed in the bright light of summer or covered by the golden palette of autumn. However, no season is perhaps as striking, atmospheric and powerful as winter. The winter landscape of games can be so perfectly represented and impactful that they appeal to our real-world attachment to them - the crunching of snow, leaving tracks and patterns, the eerie quiet, and the different dynamic frost and ice bring to a landscape, for example. Through design, the use of aesthetics and symbolism, by appealing to our senses and by containing features that affect and change the land, distinct and brilliant winter landscapes come to life. Deliberate design and the careful inclusion of many often-underrated elements of the landscape results in powerful vista compositions, effective and realistic winter plantings, and deep use of the architecture and scale of the land, that goes beyond the aesthetic. And, while the other seasons are more colourful and verdant, winter displays the bones of the landscape, where spatial composition and layout is exposed, and underlying design and features are revealed. By merging these with robust world narratives and environments rich with magic and majesty, we are gifted magical, wintry vignettes and transported to spectacular and powerful places.


The impact of Skyrim's winter landscape hits twice in the early moments of the game. As the screen fades from black, the landscape shows us that the season is winter, encasing us in pine trees, winter mist, and snow, providing a glimpse of the landscape's aesthetic. After escaping the chaos of the introduction - evoking a similar sense of release at the beginning of Oblivion - we emerge from the caves and are greeted with a beautiful, expansive view of Skyrim. This is the moment that the landscape tells us, with no subtlety, that winter is not only the season but the whole setting. Winter is infused into the very land, featuring meaning, symbolism and design that transcends a wintry aesthetic. This is what plays a big part in our eventual feeling of total immersion, becoming as much a part of the landscape as the mountains, snow, plants, trees and forests.


The forests and trees of Skyrim's landscape are a crucial and excellent winter element. From airy and welcoming, to dark and dense, the pine trees (particularly) and forests, reveal a lot about a landscape influenced by Nordic and Scandinavian culture, myths and tales. Crucial to Norse mythology, trees play a key role in the creation myth: Bor's sons (Odin, Vili and V ) crafted a man called Ask (an Ash tree) and a woman called Embla (possibly 'elm' or 'vine') from tree logs, and from these descended the races of men. This importance was heightened due to the central role that Yggdrasill, the tree of fate, had in Norse mythology. This is particularly interesting when considering winter and trees, as Yggdrasill is sometimes seen as an evergreen tree (like a pine) - ever steadfast and standing proud in winter when others have gone dormant. Leaning on Norse mythology as it does, there's a connection to be drawn between this importance of trees and the prevalence of evergreen and pine trees in Skyrim - exerting an influence on the land ad being an important, interactable landscape element. This significance of trees, particularly in winter as they remain dominant features of the landscape, seems to be mirrored by Skyrim's people. Throughout the land, trees are deployed as important feature or focal points in design, particularly in central courtyards and squares, which demonstrates a reverence and practical side they have in design terms. This in turn is reflected by real-world design use, where trees are used as great architectural focal points. Their efficacy in such a use is exaggerated with evergreen trees: the fact that they are always present, giving colour, and form and structure through their architectural qualities. This means that they will always show the structure of the garden or landscape, becoming one of the bones of design ensuring it retains its form; exposed in winter but crucial to giving the layout anchor points, frames, screening and focal points.

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The Elder Scrolls V: Skyrim

It's been six months since E3 2017, when Bethesda announced its intention to add a Creation Club to Skyrim and Fallout 4, their massively-successful mega-RPGs known for their breadth of content and emphasis on player freedom. This club would task third-party developers with producing new pieces for the publisher's two marquee games, which players could then buy from an online storefront with real money. While some decried the service as yet another attempt to introduce paid mods to the single-player gaming ecosystem, Bethesda insisted the market for free fan-made content would remain unaffected. "We won't allow any existing mods to be retrofitted into Creation Club," reads the FAQ. "It must all be original content."

Following this, in late August Bethesda revealed the initial line-up for Creation Club, which included the Hellfire Power Armour and the Chinese Stealth Suit, both priced at $5 and inspired by similar items introduced in the various expansions for Fallout 3. There was just one little problem - if you searched the Nexus, the massively-populated home of free mods for Bethesda's games, among others, you'd find both the Hellfire Power Armour and the Chinese Stealth Suit already on offer for the low, low price of nothing.

A mild furore erupted. Press pounced on the revelation, which fed the already-boiling fan frenzy over what were considered outrageous prices for sub-par content. Paying $5 for a piece of armour was bad enough, but when the free alternative is superior, the bad deal starts to seem like an out-and-out ripoff. For Road to Liberty, the mod team behind the two projects, it was a confusing development, and one they worked with Bethesda to try to avoid.

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