Der findes store, åbne verdener der enten maskerer eller bare slet ikke har loading screens når man eksempelvis bevæger sig indenfor efter at have været udenfor, men Bethesdas store rollespil har traditionelt brugt ret mange af disse.
Om hvorvidt det er et lille eller et stort ankepunkt kommer ned til den enkelte spiller, men én designer har nu forsøgt at forklare hvorfor der generelt er flere loading screens i Bethesdas titler. I et interview med VideoGamer siger tidligere Bethesda-designer, Bruce Nesmith, at spillene simpelthen er "for detaljerede", så derfor er de et "nødvendigt onde":
"Everybody who complains about them assumes that it's done because we're lazy or we don't want to follow the modern thinking on stuff. The reality is the Bethesda games are so detailed and so graphics intensive... you just cant have both present at the same time. I can't have the interiors of all these places loaded at the same time as the exteriors. That's just not an option. You're actually better off stopping the game briefly, doing a loading screen and then continuing on...It's just one of those necessary evils, as it were, it's not that anybody at Bethesda ever wanted to do it. We just didn't have a choice, really."
Vi er sikre på at der er delte meninger om hans vurdering af den grafiske detaljegrad, men hvad synes du om forklaringen?