The last time I played Skyrim was almost 10 years ago, but I'm playing it again these days. I'm a lot more left-wing these days, and I was pleasantly surprised by how some political themes were dealt with. A short, non-exhaustive list:

  • Colonization, which is clearly the central theme of Skyrim. Skyrim is partly occupied by the Empire, rebels are imprisoned and killed, the culture of the Nords is belittled. The game opens with the failed execution of a rebel leader, and you can choose to fight for national liberation or the strengthening of colonization.
  • The intertwining of colonial dominations. The Nords are certainly victims of the Empire, but they have also colonized the Rift and crushed a rebellion of locals, who were trying to preserve their autonomy. These people have grouped together under the identity of the "Forsworn", and regularly carry out skirmishes against the Nords of the Rift.
  • Racism. There is not really a virtuous camp in Skyrim. Nords are especially racist in Windhelm, Argonians and Dark Elves are herded into poor neighborhoods, Khajits are called thieves and banned from Whiterun, etc.
  • War profiteers. In Whiterun, one can learn that the conflict has led to shortages that greatly increased Belethor's profits, while blacksmiths benefits from military equipment needs.
  • Collusion of colonial powers with religious fundamentalisms. The player often encounters Thalmor patrols that hunt down, kill, and imprison followers of Talos, which they consider an illegitimate god. If one asks them why they do this, they answer that the Empire has agreed to ban the worship of Talos in exchange for their support in the conquest of Skyrim. One quest in Markarth even consists of finding proof of a person's faith in order to have them imprisoned by the Thalmor.
  • The power of local elites. For example, House Redoran's decision to reopen the Ravenrock mine provides employment for many inhabitants, and ends years of misery and famine on the barren island of Solstheim.
  • The complementarity of capitalism, colonialism, and the carceral system. A dynasty of capitalists dominates the economy and politics of Markarth: the Silver-Bloods. Their fortune comes from the exploitation of silver mines in the surrounding mountains, and the city guard is at their command. Part of the mine workforce is made up of Forsworn prisoners, who are sentenced for life. The Silver-Bloods have also managed to capture the leader of the Forsworn, and force him to direct attacks against the family's enemies.

Despite these very interesting elements, there are a few things that I'm missing for the game to be really interesting from a socio-economic point of view:

  • The exercise of feudal domination. Each city has its jarl, who has a palace, rich apartments, great material abundance, who establishes the law and commands a guard. How is all this financed? Who built the palace, with what money are the banquets, the furniture and the guards paid? To my knowledge, there is no representation of tax collection, or other institutions allowing to maintain dynasties of parasites. It would also be important to depict the conflicts that this causes: no one seems to complain about their jarl.
  • Competition between bourgeois and aristocratic elites. Skyrim is not an entirely feudal society: many cities have wealthy merchant families whose names are known to everyone, and who sometimes have great power. They often have close relationships with jarls, but the latter do not seem to try to contain the influence of the bourgeoisie. It would be interesting to have quests on these power struggles.
  • The agrarian base of the economy. There are a few farms and fields scattered around the cities, and you come across quite a few hunters, but certainly not enough to feed everyone (especially in the absence of petroleum). The most common professions seem to be merchants, dockers, miners, traders, mercenaries or guards.
  • The place of crafts. A wide variety of objects can be found among merchants and in houses: dishes, furniture, clothes, carpets, books, etc. But aside from blacksmiths, sawmills, and a few breweries, there are no crafting workshops. As in many combat-based fantasy games, the focus is on accumulation through dispossession: the roads are populated by bandits who attack caravans, and most of the game is spent robbing tombs. But this situation is impossible without an even greater number of people producing food and items.
  • The economic model of guilds. The social function of guilds in Skyrim is often the maintenance of a certain excellence in a know-how: magic, combat, spectacle, vampire fighting, etc. Some have clear sources of income: thieves steal, assassins carry out contracts. But who finances the Winterhold Academy, which courses are accessible for free, even though they are hated in their village?
  • Racial mixing. Despite a fairly present xenophobia, Skyrim is not comparable to South Africa under Apartheid, and is home to a very wide diversity of populations (which are much more physiologically diverse than humans). It seems that nothing prevents a Breton from marrying an Argonian, or a Dark Elf from having children with a Redguard. Obviously, the game attributes different abilities to "races", and therefore needs to classify individuals. But this major social fact in such a mixed society could be justified: cultural or religious prohibition, genetic incompatibility, etc.