This will be great for the workers, but I don’t think it will necessarily fix the issues in Bethesda’s organization when it comes to game development (and it won’t make them worse either).
Given what we know from Starfield, Bethesda is really lacking when it comes to planning: they aren’t doing a good job at establishing a compact vision for the final product which also results in having issues to establish an agile workflow to get from start to finish. In the best cases, this results in ludonarrative disonance where the story isn’t really supported by the mechanics of the game (example: Fallout 4’s story incentivizes the player to hurry up and look for their son, but they assign a lot of resources into making sandbox mechanics such as those related to base building); in the worst cases, this results in teams returning the ball to each other all the time because they aren’t properly coordinated to build things in the way other teams of the studio needs them, which loses a lot of time and becomes even more glaringly obvious the larger the project is.
The silver lining is: this problem isn’t so noticeable when the designers have the template of Oblivion in their minds and they’re making Skyrim, but it was going to be completely exposed when making the jump to a new IP (and thus a new universe), with a new engine, with some large design jumps such as ceding ground to dynamically created areas; so ES6 doesn’t have to be as much of a low point as it has been Starfield, as long as they’re conservative in their design choices. I’d vastly prefer the leadership of Bethesda to be completely reorganized, which would allow them to innovate by taking well measured risks, but I don’t have much hope for that scenario.
This will be great for the workers, but I don’t think it will necessarily fix the issues in Bethesda’s organization when it comes to game development (and it won’t make them worse either).
Given what we know from Starfield, Bethesda is really lacking when it comes to planning: they aren’t doing a good job at establishing a compact vision for the final product which also results in having issues to establish an agile workflow to get from start to finish. In the best cases, this results in ludonarrative disonance where the story isn’t really supported by the mechanics of the game (example: Fallout 4’s story incentivizes the player to hurry up and look for their son, but they assign a lot of resources into making sandbox mechanics such as those related to base building); in the worst cases, this results in teams returning the ball to each other all the time because they aren’t properly coordinated to build things in the way other teams of the studio needs them, which loses a lot of time and becomes even more glaringly obvious the larger the project is.
The silver lining is: this problem isn’t so noticeable when the designers have the template of Oblivion in their minds and they’re making Skyrim, but it was going to be completely exposed when making the jump to a new IP (and thus a new universe), with a new engine, with some large design jumps such as ceding ground to dynamically created areas; so ES6 doesn’t have to be as much of a low point as it has been Starfield, as long as they’re conservative in their design choices. I’d vastly prefer the leadership of Bethesda to be completely reorganized, which would allow them to innovate by taking well measured risks, but I don’t have much hope for that scenario.
Either way it’s a good thing, a major company unionizing could lead to the whole industry unionizing