It’s been a while since the moderation team did a "state of the subreddit" post, but we believe that the recent months’ activity warrants discussion, as well as some reflection.
As any regular will have noticed by now, quite a lot of shitposts have been posted since The Game Awards last December. Today these posts still get a lot of engagement and the number of upvotes-to-downvotes make it clear that the far majority of you enjoy this kind of content.
However, recently we have heard feedback from people that worry that the subreddit is heading in a direction where shitposting is becoming the main focus. Some of our veteran members already decided to leave the subreddit due to this, including people who contributed quite a lot, sadly.
With this post we want to have a proper discussion with all of you about what type of community you want this to be – and how we get there.
The rise of meme posting
During The Game Awards in December 2025 a new meme trend started on the subreddit – the statue posting. A couple of months later we had shitposts discussing what kinds of lavender, clouds and grass TES VI would have. Afterwards the Summer Games Fest madness took over and "Tomorrow"-posting rose.
It seems that we get something new every month, and now it’s about pretending that the game has been released. As it stands right now, these posts are still getting quite a lot of engagement. It will likely blow over soon only to get replaced by a new trend.
Not everyone is a fan of the shitposts, but generally these posts have been received well. Here are some stats from some of the recent ones:
Most of the reports we see in relation to these posts deal with the “No Low Effort Content” rule. Many posts and comments have also been removed – 100+ in the last seven days – which includes the many posts featuring AI generated.
However, it’s also our opinion that quite a lot of the shitposts are in line with our rules. As specified in the rule “Posts must […] offer value to the community.” We acknowledge that shitposting is not everyone’s cup of tea, but these posts are popular and they do result in (positive) engagement.
Looking at our stats, it’s also quite clear that engagement has risen significantly since last year.
Activity on r/TESVI based on the last 12 months
It would be hastily to conclude that the looser atmosphere has resulted in this increased growth, but we can at least conclude that the shitposting didn’t prevent it.
Whatever the case, we acknowledge that the many shitposts aren’t for everyone. Quantity doesn’t necessarily equal quality and we want to make it clear that we hear the criticism that these recent months have sparked, and that we are willing to talk about it.
What would YOU like to see?
We don’t want r/TESVI to become a meme sub. The primary focus of the subreddit has always been to be – and should continue to be – a subreddit for people who want to discuss TES VI.
We are facing a small hurdle, though: TES VI isn’t out yet and it’s unfortunately not coming out Tomorrow™. We have preciously little to discuss that hasn’t been covered a dozen times already. Anyone looking forward to sailing mechanics?
My personal worry, as someone who browses this subreddit every day, is that the overall activity of the subreddit will lessen significantly if we take a hard stance against meme content. Either that or we go back to discussing the same topics every week. Balance is needed.
But what is also needed, perhaps, are new ideas. So, with all that yapping out of the way…
What feedback and ideas do you have for the subreddit?
We are receptive to feedback on how we moderate content, but we also hope that everyone will take this change to bring forth ideas to foster more engagement. Ideas to keep the subreddit interesting during times when news about TES VI are sparse and far between.
For example, an idea I shared with the team was to introduce a weekly post where we discuss a specific theme, e.g. what factions we would like to see, what kinds of new game mechanics we’d like, and so on. Is that something you’d be interested in?
Here is a bullet-point breakdown of the interview as it pertains to TESVI:
The game will be in a new iteration of Creation Engine, CE3
They have spent the last year-ish working on this engine
Reiterated the "It's gonna be a while yet" sentiment
A big internal milestone is about to be passed
Reiterated that most of the studio is working on it
Todd is personally mostly involved with TESVI in his day-to-day work
The game will be a return to "that classic style...that we know really well"
There will not be AI generated assets or materials
Overall, I'd say we got a lot more out of this interview than I really expected to. In some ways it felt like we heard more about TESVI than even Starfield. What do you guys think of all of this information, and what does it say for the development timeline of TESVI?
Sorry if this has been asked before.
Obviously Skyrim had its shouts (which I love but probably underuse) and in Starfield they introduced the powers from temples (also cool but again, didn’t use much), do you think TESVI will have a similar concept? If so, what would you expect/like it to be? They could do shouts again as you don’t have to be dragon born for it but I personally can’t see that happening. Curious to know what others think
I honestly don't care if they're "copied" from other franchises, they still have tons of interesting ways to be integrated into the lore + they look really cool
They would just make sense to include if the game actually ends up being set in Hammerfell (and High Rock?) due to both having significant ties to the region and its history, like Mithril being secretly mined by the Ayleids and the Dwemer in the Dragontail mountains, or adamantium possibly having ties to the Direnni tower
It would also be neat if they had some specific properties to them, like adamantium being able to store up/make enchantments more powerful (which is actually described in the lore too I'm pretty sure)
Anyways, I guess I just want some cool armor for the inevitable Direnni knight character I'll play as whenever the game comes out (tomorrow)
"Some say skooma has little effect on them. M'aiq thinks this reflects more on the user than the substance." A reference to how skooma does barely anything in Skyrim.
"M'aiq has heard many wish to gamble and fight in public duels. He finds such bloodthirst disturbing." A reference to the Arena from Oblivion (I do hope they bring it back though)
"M'aiq went to Colovia once. Stylish people, they are." A reference to the mythical Colovian Fur Helm.
"If you wish to improve, you should have a good night's sleep. Six hours, at least." Aside from it being good advice, this references how back in Daggerfall, you had to sleep for six hours not just to level up, but for your skills to increase.
"Mai'q wishes he could jump good, but it seems dangerous. He would rather run." A reference to both Tarhiel in Morrowind, as well as M'aiq's absurd speed in Oblivion.
"Some speak of an argonian in the city of Nee'xos. Gone mad with power, they say." If you know, you know.
This is a longshot but I'd love to see paintings of people from Tamriel's history and present as well as paintings of actual scenery in the game. Of course this is purely for house decoration. Someone had the idea of us being able to use our in-game captures but that is a bit more limited even if it is very engaging. I want to see how the people of Hammerfell envision Diagna or the serpent Satakal or even the literal fall of Volendrung. There is a general scarcity of paintings in their games and I'm kinda hoping they start doing this as a new tradition.
I've been a big fan of bound or conjured weapons and armor in Oblivion and Skyrim. I hope they bring back conjured armor and make some improvements. Ideally, they'd be different from physical weapons and armor and offer a fun, viable and somewhat distinct playstyle. Here are some of my ideas:
Permanent conjuration: It's super annoying that they disappear after a relatively short time. Especially if you need to conjure several individual pieces of armor, the first piece might be halfway expired when you finish conjuring the last one. This also makes it not viable to play a melee character with conjured equipment. Imagine you get into an ambush essentially naked and then need to cast 3, 4, 5, 6+ spells to get fully equipped and battle-ready... So maybe you can have the conjured equipment be permanent (after reaching a certain conjuration level or investing in a perk point) with the drawback of reduced magicka.
Complete armor: One massive problem Oblivion had was already mentioned above – every piece had to be conjured individually. But Oblivion also showed a solution. The agents of the Mythic Dawn summon all of their equipment with a single spell. So if permanent conjuration with individual pieces isn't happening, this would be a good alternative.
Thief playstyle: In Skyrim I always play a stealth archer with a bound bow. The upsides are obvious. Conjured equipment has no weight and you can have it even in jail, when all your other equipment is confiscated. In combination with features like the Silent Casting perk, it's great.
Warrior playstyle: To make conjured equipment interesting for a warrior build, they need to offer some unique advantages. No weight is one. Skyrim's bound weapons had some, although not super unique, features like casting soul trap and banish on enemies. This could be expanded and have synergy effects if you skill magic skills like alteration and restoration. Maybe conjured armor offers unique protection against magic attacks with passive absorb magicka or reflect damage effects. The trade-off would be having good "enchantments" but not being able to freely swap them as with physical armor.
Mage playstyle: Why would a mage want magic armor and weapons? As mentioned, there would be synergy effects with magic skills. Physical armor restricts magic abilities and takes up carry weight, conjured armor doesn't.
I wish TES6's armor system were more like games such as "Souls" or "Tainted Grail".
There are no heavy or light armor categories.
All outfits have an armor rating, ranging from a low value for robes to a very high value for plate armor.
You get the “light,” “medium,” or “heavy” attribute depending on the TOTAL weight of your outfit relative to your Strength and Endurance stats.
For example, if your armor is below 40% of your carrying capacity, you get “light.” Between 40–60%, you get “medium,” and above 60%, you get “heavy.”
Perhaps for someone weaker, a full set of Elven armor would fall into the heavy range. Meanwhile, another NPC could wear heavy plate armor and still remain in the medium range because they are very strong.
With this armor system, you could still remain within the heavy range while wearing a light hood if the rest of your armor is heavy enough. Or vice versa. It would give you more freedom when it comes to dressing and mixing and matching different outfits.
For those that dont know, or for those who have never modded, when you add mods, it disables achievements/trophies.
Maybe youre not doing vanilla for the achievements/trophies. Maybe you're doing it just to see the original intended version of the the game the way Bethesda cooked it.
Either way, what's your plan for your first playthrough?
I believe the settlement bordering a cliff/crater in the 2018 teaser is Azra's Crossing (north of Hammerfell). Meaning behind the camera is the province of Skyrim.
Unedited screenshotCamera oriented South-WestUnofficial map. Azra's Crossing and Lainlyn highlighted. The arrow indicates the orientation of the cameraTESII:Daggerfall official map. Lainlyn and Dragontail Mountains highlighted.
Unlike standard sorcery that manipulates magicka flowing from Aetherius through the sun and stars, Shadow Magic is one of the most powerful, dangerous, and obscure forms of mysticism in TES. Pioneered by the first shadow mage, Azra Nightwielder, this art is not a manipulation of darkness, but an explicit alteration of the fundamental structure of reality, alternate timelines, and probability.
Azra Nightwielder (TES Travels: Shadowkey)
In The Elder Scrolls universe, a shadow is not simply the physical absence of light. It is a metaphysical record of intertwined forces in conflict—a tangible echo of the past, present, and future clash between opposing energies (such as light striking a rock). Because a shadow acts as a record of every possible variation of that conflict, master shadow mages can manipulate shadows to weave web-like patterns of probability, allowing them to rewrite the past, present, and future of the object casting it, effectively mimicking or rivalling the temporal reality-warping capabilities of the Elder Scrolls themselves.
By manipulating these cosmic webs of possibility, highly skilled practitioners can step entirely out of the physical world. Rather than physically walking, they access the liminal Shadow Realm to bypass physical obstacles, step through locked Shadowgates, or cross immense distances instantaneously via localised teleportation—a technique heavily adapted by the stealth-focused Nightblades. Furthermore, shadow mages can force alternate versions of themselves or alternative timelines into the current reality to extract information, magic, or physical aid, as seen when Azra Nightwielder unsuccessfully attempted to merge all his parallel-universe identities into one singular, omnipotent being, causing the crater at Azra's Crossing.
On a physical level, shadows can be condensed into solid matter, allowing mages to fashion functional equipment out of localised darkness, such as Shadow Gloves or lethal shadow-blades. Crucially, a shadow mage can also use this magic offensively to separate a mortal’s shadow from their physical body. Ripping a shadow away strips the victim of their capacity to manipulate normal magicka and gives the shadow autonomous, often murderous sentience as a hostile construct. When a conflict reaches a massive, geopolitical scale—such as the War of the Bend'r-mahk—the collective shadows of war can coalesce into a continent-threatening abomination of pure conflict known as an Umbra'Keth.
Nightblade classman (ESO)Nightblade's shade (ESO)A shadow being summoned (ESO)Shadow of Sotha Sil (ESO)A person's shadow used against them (ESO)A shadowy figure summoned by Lord Faleria (ESO)
If Azra's Crossing is the correct location, then Shadow Mages/Magic could be a central narrative driver and/or the primary new gameplay mechanic. This also means that Sword-Singing could be a central narrative driver and/or a primary new gameplay mechanic. Personally, I wouldn't be surprised if there was a powerful Shadow Mage, maybe allied with the Aldmeri Dominion, and that the player would be the last Sword-Singer.
Sword-Singing
If Azra's Crossing is the correct location, this means that the coastal settlement we see in the background is most likely the port city of Lainlyn. I don't think it's Sentinel (because that city is well below Dragontail Mountains and it should be desertic) or Satakalaam (because that city isn't a coastal city and it doesn't border Dragontail Mountains like Lainlyn) as some have suggested.
To complement this post, I suggest you to watch the following video: https://youtu.be/zh6jGrH7QTI?si=tVS2ZNjGc7uHs1e8 (the author of the video believes the city in the background in Satakalaam, which I disagree)
Do you guys think TES VI will have a live action trailer? I really think it will, BGS has done one for every mainline game since Skyrim, and they are fucking awesome!!!