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The Elder Scrolls IV: Oblivion

Game7 documents

7 documents in the library are about The Elder Scrolls IV: Oblivion, from writers such as Take-Two Interactive, Alinea Analytics and Extra Credits, the newest from 2026. Each has a summary and key insights with the page they come from.

The Elder Scrolls IV: Oblivion cover

The Elder Scrolls IV: Oblivion, the fourth game in the Elder Scrolls story, is set within the province of Cyrodiil, the heartland and Imperial capital of Tamriel. Emperor Uriel Septim VII is assassinated in flight from his own palace, but just before he dies he passes on to you the mystic Amulet of Kings. The adventure proper begins with the quest to find Uriel's lost and illegitimate son who is the only heir to the throne. In a world where the forces of darkness seek their ultimate dominion over the ranks of man and mer alike, you alone stand between the future of Tamriel and the gates of Oblivion.

Released
Mar 20, 2006
Developer
Bethesda Game Studios
Publishers
2K Games, Bethesda Softworks, Ubisoft Entertainment
Genres
Role-playing (RPG), Adventure
Platforms
PlayStation 3, PC (Microsoft Windows), Xbox 360

Game data from IGDB.com

Key figures

  • Nostalgia-driven remasters showed limited impact on streaming, as The Elder Scrolls IV: Oblivion Remastered led the category with 31.1 million hours, while other titles struggled to exceed 5 million hours.

    Stream Hatchet, 2026 · Top Games on Live Streaming for 2025

  • Data indicates that 55 percent of Xbox players engaged with both Expedition 33 and The Elder Scrolls IV: Oblivion simultaneously, suggesting that subscription services like Game Pass foster audience sampling rather than direct title cannibalization.

    The Game Business, 2025 · Expedition 33 publisher: “Oblivion didn’t seem to harm us at all”, p. 45

Documents about The Elder Scrolls IV: Oblivion

Cover of Top Games on Live Streaming for 2025
Article

Top Games on Live Streaming for 2025

The 2025 live-streaming landscape was characterized by the continued dominance of established intellectual properties, even as the industry faced significant internal challenges such as widespread developer layoffs.

  • League of Legends maintained the top spot in live-streaming viewership with 1.95 billion hours watched, reflecting a 4% year-over-year growth.
  • First-person shooters dominated the genre landscape with 4.6 billion total hours watched, with Counter-Strike alone accounting for 28% of that figure.
  • ARC Raiders was the most successful 2025 launch title, generating 129 million hours watched within its first 30 days.
Stream HatchetFeb 2026
Article

Video Game Insights: Top PC and Console Games of 2025

This analysis provides a mid-year overview of the global PC and console gaming landscape for 2025, utilizing proprietary data to evaluate platform performance, consumer trends, and successful market strategies.

  • NetEase’s Marvel Rivals is the most downloaded PC/Console game of 2025 YTD across both free-to-play and premium categories, outperforming its closest competitor by more than three times in the free-to-play space.
  • Steam remains the dominant platform for indie titles, exemplified by the viral success of the $10 co-op game R.E.P.O., while PlayStation and Xbox continue to rely on platform-specific strategies like PlayStation Plus offerings and Game Pass distribution to drive engagement for titles like EA FC 25 and The Elder Scrolls IV: Oblivion Remastered.
  • Tencent’s tactical shooter Delta Force has achieved 46 million downloads on mobile, with the international global market currently serving as its strongest region for growth.
Sensor TowerJul 2025
Cover of April 2025’s Top Steam Games by Copies Sold
Article

April 2025’s Top Steam Games by Copies Sold

The April 2025 Steam market analysis highlights a strong performance by indie titles, RPGs, and survival games, which collectively dominated the platform’s top 10 list by copies sold.

  • The indie title 'Schedule 1' led Steam sales in April 2025 with 4.7 million copies sold, reaching 7.7 million total units and $118.9 million in revenue to date.
  • The co-op horror game 'R.E.P.O' secured the second spot with 3.7 million copies sold in April, bringing its lifetime total to 13.4 million units and over $100 million in revenue.
  • The 'Elder Scrolls IV: Oblivion Remastered' sold 1.4 million copies in its launch month, with 56.5% of sales concentrated in the United States.
Alinea AnalyticsMay 2025
Cover of Expedition 33 publisher: “Oblivion didn’t seem to harm us at all”
51 min
The Game Business51 min

Expedition 33 publisher: “Oblivion didn’t seem to harm us at all”

Clair Obscur: Expedition 33 has emerged as a significant success for Kepler Interactive and Sandfall Interactive, selling over one million units within its first three days and reaching 1.7 million players during its opening week.

  • Clair Obscur: Expedition 33 achieved 1.7 million players in its opening week, including over one million units sold within the first three days.
  • Data indicates that 55 percent of Xbox players engaged with both Expedition 33 and The Elder Scrolls IV: Oblivion simultaneously, suggesting that subscription services like Game Pass foster audience sampling rather than direct title cannibalization.
  • The success of Expedition 33 validates the double-A market segment, proving that focused, high-quality new intellectual properties can achieve significant reach through strategic platform support.
The Game BusinessMay 2025
Cover of Did Level Scaling Break Games? - Leveling in Open World Design - Extra Credits
6 min
Extra Credits6 min

Did Level Scaling Break Games? - Leveling in Open World Design - Extra Credits

Level scaling in open-world RPGs serves as a mechanism to balance player freedom with consistent challenge, ensuring that users encounter appropriate difficulty regardless of their chosen path.

  • Level scaling is intended to balance player freedom with consistent challenge, but blanket implementation often undermines the core RPG progression fantasy by making character growth feel static.
  • Uniform scaling flattens the open-world experience, stripping away the sense of danger and mystery by ensuring enemies remain equally difficult regardless of the player's level.
  • The Elder Scrolls IV: Oblivion serves as a primary case study for failed scaling, where the system penalized non-combat skill progression and created narrative dissonance by populating the world with low-level enemies wearing rare, high-value armor.
Extra CreditsOct 2019
Financial report1 page

Take-Two Interactive Form 10-Q: Q1 FY2008

Take-Two Interactive is currently navigating a period of significant corporate transformation and financial volatility, characterized by a strategic shift in leadership and a comprehensive restructuring of its business operations.

  • Take-Two Interactive entered a management agreement with ZelnickMedia, appointing its principals as Chairman and CEO, with compensation including an annual $0.8 million fee, performance bonuses, and stock options equal to 2.5% of outstanding common stock.
  • Total net revenue for the six months ended April 30, 2007, declined to $482.8 million from $530.1 million in the prior year period, reflecting the industry-wide transition to next-generation hardware.
  • Publishing gross profit rose significantly to $104.4 million for the six months ended April 30, 2007, compared to $59.3 million in the same period of 2006.
Take-Two InteractiveJun 2007
Financial report1 page

Take-Two Interactive Form 10-Q: Q1 Fiscal Year 2007

Take-Two Interactive experienced a period of significant financial contraction during the first half of fiscal year 2006, reporting a net loss of $79.5 million compared to a $47.1 million profit in the same period of the prior year.

  • Take-Two's net revenue for the six months ended April 30, 2006, fell 26.8% to $530.1 million, down from $724.5 million in the same period of 2005, primarily due to the absence of a major Grand Theft Auto release and a market transition to next-generation hardware.
  • The company reported a significant decline in cash provided by operating activities, which dropped to $42.6 million for the six-month period ending April 30, 2006, compared to $98.6 million in the prior year.
  • Take-Two formally reorganized its reporting structure into two distinct segments—Publishing and Distribution—to provide greater transparency into the gross margins of each business unit.
Take-Two InteractiveJun 2006

Writers

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