Skyrim the reigning champ? An AI-powered roundtable discussion
- J-dawg
- Feb 19
- 6 min read
Updated: Mar 20
By Jdawg / Generated by ChatGPT
An AI-interlocuter roundtable
After all these years is Skyrim still the best there is in the RPG/Fantasy and open-world genres? It set a hugely high-bar!
I asked ChatGPT to simulate a roundtable on just how genre-defining Skyrim truly is. Skyrim clones are dime a dozen today (though often pricer!) but do they match it in terms of sweep, story, or scope? Or quality? There are many contenders that have dropped since. Do any of them outshine Skyrim enough to dethrone it as the OG open-world game? Do they all owe a debt to Skyrim enough to be classed as Rim-likes? Does enough of the genre come close enough to it to be classed as clones? Does Open World and RPG need a new direction to break out of Skyrim's shadow? What do you think? Food for thought in the AI roundtable presented below. We welcome your thoughts in the comments - AI can serve a great purpose to start a conversation but it is we who finish it!

[Scene: A crowded PC gaming convention hall. In a corner of the expo floor, near a booth showcasing classic RPG memorabilia, four long-time PC RPG enthusiasts—Alex, Brian, Chris, and Dylan—settle into a worn booth table with their energy drinks, snacks, and laptops. Their conversation, blending technical insights and nostalgic asides, drifts into a deep debate that spans over twenty minutes.]
Alex: “Okay, so here’s the thing: Skyrim isn’t just another RPG—it redefined what an open-world game can be. I mean, before Skyrim, even though there were great RPGs out there, nothing really merged scale, emergent quest design, and deep modding support like this game did. When we talk about something being genre-defining, it’s about creating a blueprint that others can only dream of matching. Skyrim did that.”
Brian: “Right, but let’s break that down. Is it truly genre-defining in the same way that early titles set a standard? Look at the concept of a ‘Skyrim clone’—that term gets tossed around in gaming circles. It implies that subsequent games are measuring themselves against its formula: open-world freedom, branching questlines, and that particular blend of scripted events with emergent encounters. That level of influence does signal genre-defining status.”
Chris: “Hold on, though. While I agree Skyrim’s scale and design are groundbreaking, we have to consider the context. Genre-defining means setting a new paradigm that reconfigures player expectations. We’ve seen open-world RPGs before—like Fallout 3 and Gothic—but Skyrim took it to a whole new level with its accessible interface, mod-friendly architecture, and sheer immersion. It became a reference point. When developers design new RPGs, they’re almost forced to ask, ‘Does this capture the Skyrim magic?’ That’s a hallmark of a seminal title.”
Dylan (nodding): “Exactly. And let’s not forget the modding community. Skyrim’s open modding toolkit didn’t just extend the game’s lifespan—it created a subculture of its own. Mods like ‘Enderal’ and countless gameplay tweaks have transformed how we think about player agency and longevity. The fact that so many new RPGs try to mimic that level of community-driven evolution speaks volumes. It’s not just about the quests or the lore; it’s about setting up a living, breathing ecosystem that players can continuously reinvent.”
Alex: “True, and if we dig into the numbers, look at the hours invested by players across the globe. When you have a game that offers hundreds of hours of gameplay, layered with side quests, dynamic NPC interactions, and a world that feels truly alive, you’re essentially creating a new template for immersion. I mean, think about the discussions we have at these conventions—every time a new open-world RPG comes out, it’s compared to Skyrim. Its design choices have become the de facto standard.”
Brian: “Let’s play devil’s advocate for a minute. Some might argue that while Skyrim is undeniably influential, it’s not entirely a new genre—it’s more like the pinnacle of a long evolution. Back in the day, games were iterating on the sandbox model. Skyrim refined it, sure, but is that enough to coin a ‘Skyrim clone’ as a genre? I’d say it’s more of a benchmark rather than a completely new genre paradigm.”
Chris: “Maybe, but think about how the term ‘roguelike’ came to be. The original Rogue didn’t invent all the gameplay elements we see in modern titles, yet its DNA can be traced in every roguelike that followed. Similarly, Skyrim might have taken many elements that were already present in open-world RPGs and fused them into a cohesive, accessible whole. Its influence is so pervasive that even games not directly inspired by it borrow heavily from its design. That kind of legacy is, by definition, genre-defining.”
Dylan: “Plus, consider the cultural impact. Skyrim has become more than just a game—it’s a meme, a reference point in PC gaming culture. You hear someone say ‘It’s like Skyrim, but...’ and instantly everyone knows the benchmark. That sort of permeation into the cultural lexicon isn’t accidental. It’s a sign that the game reshaped how we experience narrative and exploration in digital worlds. And when you’re setting trends, you’re essentially defining a genre.”
Alex (leaning forward): “Not to mention the RPG side-talks we have here. We dissect every nuance—from enemy AI quirks to the intricacies of its leveling system—and these discussions help evolve our expectations for what an RPG should be. When a game like Skyrim sets those topics as the core of conversation, it underpins its role as a reference point for the entire genre. We debate its design choices, its narrative structure, and its open-world mechanics as if they’re the gold standard.”
Brian: “Yet, isn’t there a risk in overemphasizing one game’s influence? I mean, while Skyrim is monumental, there’s a danger in creating a sort of monoculture in game design. Developers might feel pressured to replicate its formula instead of innovating further. That being said, the fact that so many titles are trying to capture the ‘Skyrim formula’ is proof of its genre-defining impact. It has set a high bar.”
Chris: “And think about the sequels and spiritual successors. Titles that try to emulate Skyrim’s open-world freedom and player-driven narrative inevitably face comparisons to it. Whether it’s through expansive worlds, emergent storytelling, or robust mod support, these games owe a debt to Skyrim’s blueprint. That’s the ultimate test of a genre-defining game—it spawns an entire subgenre of experiences. The term ‘Skyrim clone’ might even become shorthand for a particular style of open-world RPG design.”
Dylan (smirking): “Let’s not forget the technical innovations either. The way Skyrim handles procedural generation for side encounters, its Radiant AI, and even the seemingly small details like weather and day-night cycles contribute to a holistic experience that many new games try to replicate. Its influence extends into both the design philosophy and the technical backbone of modern RPGs. That’s more than just surface-level inspiration—it’s a foundational shift.”
Alex (raising his voice slightly for emphasis): “So, in conclusion, can we say that Skyrim is genre-defining in the same way Rogue was for its respective niche? I’d argue yes. It created a template that subsequent PC RPGs are either trying to emulate or consciously avoid. It changed our expectations for what an RPG can offer, and its influence is evident in both game design and gaming culture. That’s the very essence of a genre-defining title.”
Brian (pausing thoughtfully): “After twenty minutes of dissecting every facet—from narrative structure and modding communities to technical innovations and cultural impact—I’m inclined to agree. While some may quibble about whether it’s a new genre or an evolution of existing models, there’s no denying that Skyrim’s influence is pervasive and transformative.”
Chris (smiling): “Absolutely. We might debate semantics all day, but at the end of the day, Skyrim has become the gold standard for open-world RPGs. It’s not just a game; it’s a benchmark that continues to shape the way developers approach world-building and player immersion.”
Dylan (raising his energy drink in a toast): “Here’s to Skyrim—a game that isn’t just popular, but a true pillar of modern PC RPG design. Whether or not we call its clones a new genre, there’s no arguing that its legacy will inspire and influence gamers and developers for years to come.”
[The group shares a hearty laugh and clinks their drinks, the debate winding down as they segue into lighter topics about upcoming RPG releases and their favorite modded experiences. The conversation, rich with passion and technical insight, encapsulates what it means to be a dedicated fan at a PC gaming convention—ever ready to dissect and celebrate the intricate design philosophies that define their beloved genre.]
...Where do you stand on the topic? Let's keep the conversation going!
J-Dawg is a die-hard gamer, devoted fan of traditional 2D animation, GBAMFS' founder, CEO and spokesman.
Copyright GBAMFS 2025. All Rights Reserved.
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