The Elder Scrolls Online has been going for 11 years now, which is simply a immense accomplishment for immoderate video game. But the developers astatine ZeniMax Online Studios person an ambition for it to past for astatine slightest different 20 years, and are openly talking astir ESO being a 30+ twelvemonth game. Can they negociate it? After a caller shakeup astatine the Microsoft owned workplace — and large layoffs that deed Bethesda hard — players are wondering what the aboriginal holds for their beloved game.
It was with each this successful caput that I sat down to chat with Nick Giacomini, who has taken implicit the ESO crippled manager relation from Rich Lambert, and Lambert himself, who is present studio-wide director, to sermon the past, present, and aboriginal of The Elder Scrolls Online. Rich is simply a existent Elder Scrolls veteran, having joined Bethesda Game Studios successful 2004 to enactment connected Oblivion. He’s been moving connected ESO for an eye-watering 18 years, erstwhile you origin successful the commencement of development. In fact, helium was the 2nd worker brought connected the squad aft Matt Firor, the anterior brag of ZeniMax Online Studios who stepped down amid the cancellation of the studio's unannounced MMO.
Now Nick is starring ESO, and determination are large plans for change. At gamescom 2025, Nick and Rich told maine they person a important overhaul successful mind, 1 that would not lone modernize the visuals but its mechanics. Read connected for each the details.
IGN: It'd beryllium large to get some your takes connected wherever ESO is astatine arsenic we spot it today, much than 10 years later. What is the wellness of the game? I'm definite you person a fig of metrics to determine what that really means.
Rich Lambert: I deliberation we're successful a truly bully spot wide successful presumption of wellness and players. But 1 of the bits of feedback that we've gotten implicit the years — and we've felt this internally arsenic good — is we're a small formulaic, a small excessively predictable. Kind of with the section exemplary that we're doing, it's 1 large happening each June and past there's smaller updates implicit time. And that has been precise palmy for us, very, precise palmy for us. But we needed to change. We needed to bash thing a small different. And that's what the full thought of this seasonal model, this contented walk exemplary is, is to springiness the squad a small spot much clip to bash antithetic things, to respond to subordinate feedback more.
When we were doing the section model, it took 18 months to physique a chapter. We were locked into that rhythm and possibly we could get immoderate things in. And present nether this caller exemplary that Nick and squad are moving on, it gives the squad a small spot much flexibility to bash much of the smaller things, much of the prime of beingness things. And they're looking astatine things like, what does a portion adjacent mean now? What does PVP look similar now? Really going backmost successful excruciating detail, looking implicit each of the things. What does progression look like? What does rewards look like? It's each to marque definite that we are mounting ourselves up for the aboriginal and continuing to physique connected the game.
Jo Burba, who's the caller workplace head, helium sat the squad down and was like, ‘this is simply a 30 twelvemonth MMO.’ And we were like, ‘Okay.’ We get this, right? And that is simply a immense commitment, but it is thing that's important to america due to the fact that it's besides important to the community.
Nick Giacomini: The crippled is 11-years-old now, which is conscionable crazy. And the gaming industry, it's hard close now. It's ever hard, but present much than ever. Competition is important wherever the fig of large games retired determination is truthful high. We are successful a large spot due to the fact that we person an highly passionate assemblage and radical of players, and that hasn't changed. But, subordinate expectations person changed arsenic caller games person travel out. We're looking to grant that legacy, grant the roots, due to the fact that determination is simply a batch that makes ESO truthful large that has resulted successful the occurrence that we've had for the past 11 years. So we privation to enactment existent to that, but we're a small excessively formulaic and we're looking to germinate and alteration implicit the people of the adjacent decade.
Rich Lambert: And alteration is besides scary. Just successful general, alteration is scary, but I deliberation we've proven implicit the years we're not acrophobic to marque large changes, large leaps, right? That's what ESO is implicit the years. The PC motorboat wasn't awesome. We worked connected things. We released One Tamriel, which changed however everything worked and a batch of games started mimicking what we were doing. I deliberation we've shown we tin bash that and we privation to bash that and it's clip to bash that again.
IGN: I'm a lapsed ESO player, which I ideate is portion of your reasoning astir the future. Maybe ESO is starting to look a small spot dated from a ocular constituent of view. Your crippled is 11 years aged — are you having conversations astir a imaginable graphical overhaul oregon mechanics overhaul to code however the crippled plays mechanically truthful it feels much modern?
Rich Lambert: Yes! All of the above! That's what I mean by painstakingly going through. And you've seen immoderate of that in, what was it… 45, 46, we did the starter land revamp wherever we went done and we swapped retired a clump of assets successful those older zones for newer ones that we had built implicit time. We changed the water. Our h2o has gone done a clump of antithetic iterations implicit clip arsenic we got amended with the tools and technology. The renderer has been updated a fewer times.
But yeah, we're looking astatine each of those things. Look and consciousness of combat, that's been a large happening since launch, similar combat feels floaty, it doesn't consciousness impactful. All of those things are going into what the squad is looking astatine close now. And you'll commencement to spot immoderate of the fruits of that travel retired much and much implicit the adjacent 3 oregon 4 updates, hopefully. Spoilers, sorry!
IGN: Are you looking to amended however you speech to your community, making definite they recognize what's happening?
Rich Lambert: We've ever done that, but there's country to amended and that's 1 of the things that Nick is truly funny successful doing. It's truly hard. It's funny, we were really conscionable talking astir this arsenic we were walking implicit this morning. Because Nick is caller to this and being successful the public, and helium was like, ‘How bash you grip the haters? I've already got the haters. How bash you grip that?’ I'm like, ‘It's truly hard.’ There's each kinds of memes connected the net wherever a dev opens the container to interact with the assemblage and the assemblage shuts them down and they spell backmost successful the container and accidental 'never again'. So it takes a truly heavy tegument to bash that, but it is truly important, and that's thing that Nick is truly funny successful doing.
Nick Giacomini: This is arsenic overmuch the players’ crippled arsenic it's ours, and we bash attraction profoundly astir what players say, what they think, however they interact. Without the players ESO is nothing. It's ever been an important portion of the improvement process and we privation to marque it adjacent much truthful going forward. And we bash privation to pass and fto the players cognize that we are listening. We bash care, due to the fact that it's true. They're truthful important to america and they play an unthinkable portion successful this. And that is, again, 1 of the reasons that we are trying to displacement to this caller model, is to let much of that, much opportunities to communicate, much opportunities to iterate and effort things, get feedback and effort to supply the crippled acquisition that players emotion and privation and request from us.
This has ne'er been astir 1 person. I mean, portion I'm present talking with you, blessed to proceed doing this of course, this isn’t my game. We person an incredibly talented team, an incredibly passionate team. And portion of what's hopefully going to beryllium changing implicit the people of the adjacent twelvemonth is our assemblage is going to get to cognize surely me, but much of the developers conscionable mostly and their areas of expertise, however they're reasoning astir things, and person that backmost and distant that's truthful important to creating a bully game. So yeah, I expect there's going to beryllium a batch of changes to come.
IGN: Do you person immoderate thought erstwhile the assemblage mightiness get a roadmap? I cognize that they're clamoring for that, oregon is it excessively aboriginal to accidental astatine this point?
Rich Lambert: It’s astir apt a small spot excessively early. We bash person a roadmap that we merchandise astatine slightest erstwhile a 4th that's like, here's what is up now, here's the adjacent 2 oregon 3 that are coming. And the 2 oregon 3 that are coming are a small spot little detailed. But that's 1 of the things that we're looking at. How bash we marque that a small spot better? I deliberation a batch of that starts to get overmuch easier successful the caller exemplary due to the fact that it's shorter improvement cycles, truthful you're a batch much definite of erstwhile something's going to hit. Whereas erstwhile it was the 18 period cycle, it's like, well, we're connected way close now, but it's crippled improvement and thing could happen.
The doctrine successful the older days was we effort not to stock things with players until we are assured erstwhile they're going to land, due to the fact that we don't privation to committedness thing and radical get excited and past by the way, that's delayed due to the fact that ‘unforeseen circumstances.’ So it's that tightrope to walk. But we bash privation to effort to amended that.
IGN: I emotion Elder Scrolls generally, and for maine ESO would scratch that Elder Scrolls itch betwixt mainline releases. Am I successful isolation there?
Rich Lambert: I don’t deliberation you are. We perceive that a lot. It's truly absorbing implicit the years going to the assorted shows and assemblage events, you perceive that a lot, right? I can't archer you however galore times I've answered the, ‘When's TES 6 coming?’ ‘What’s TES 6?’ ‘Tell me!’ And it’s like… That’s a antithetic studio, right? But yes, radical are ace passionate astir Elder Scrolls. For a batch of people, this has been their location due to the fact that they emotion Elder Scrolls and they conscionable privation to play much of it, and we're capable to supply that.
And actually, a batch of players play ESO similar a single-player game. In the aboriginal days, astatine launch, we tried to locomotion this benignant of tightrope wherever it was MMO and Elder Scrolls, and we didn't truly deed either 1 peculiarly well. And erstwhile we decided we were going to marque it Elder Scrolls archetypal and past MMO second, that helped lick a batch of the problems. And we started to spot the players coming successful and saying, ‘Oh, you mean I tin solo each of this stuff? Oh, I don't person to play with different players. They conscionable hap to beryllium there.’ And past you person these integrated things that happen.
But there's a batch of radical that play the crippled that way. And past there's a batch of radical that conscionable bash lodging oregon conscionable PVP oregon conscionable play the paper game. We built connected much systems to that implicit time, but astatine its core, a batch of players bash play it similar a single-player game.
IGN: I accidental you're benefiting from the absurd hold for The Elder Scrolls 6, aren't you?
Rich Lambert: And the Oblivion Remaster was different large thing. That came retired and we were like, ‘Okay, that's going to deed our numbers for a while.’ And determination was a tiny blip and past the numbers went up. Kind of similar the Fallout show. We were like, ‘Wow, this is cool. Right?’ So yeah, it's interesting.
IGN: What bash you enactment that down to? People getting backmost into Elder Scrolls with Oblivion Remastered and then…
Rich Lambert: … and past going, ‘Oh yeah, Elder Scrolls Online. Yeah! Let's spell proceed the Elder Scrolls thing. That was a large game, let’s spell bash this.’ I think! I don’t cognize for sure.
Nick Giacomini: We don’t cognize for sure, but we saw a batch of caller and lapsed players travel backmost precise rapidly after, and it continued really for rather immoderate time. It was beauteous exciting.
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IGN: How bash you attack gathering connected the Elder Scrolls canon successful the discourse of the clip play successful which ESO is set, but besides having to beryllium mindful of different studios who are besides gathering connected the canon? In my caput it’s similar that meme with the feline with each the drawstring connected the board.
Rich Lambert: You’re not acold off! Seriously.
IGN: ESO is canon, which is portion of the appeal. Internally is it a nightmare, oregon a batch of fun? Or a spot of both?
Rich Lambert: It's a spot of both. It's controlled chaos. Trying to excavation done each of the antithetic games and each of the lore and conscionable each of the lore books, right? There are so, truthful many. It's fun. We really person a person, a lore master. Their sole occupation is to bash a batch of that worldly and effort to marque definite we're each connected the aforesaid page.
But we besides enactment truly intimately with Todd's BGS [Todd Howard, Bethesda Game Studios]. So whenever we're pitching caller lore things, caller communicative things, I beryllium down with them and I speech them done it. There's a dialog that goes on. Perfect example, erstwhile we were doing Dark Brotherhood DLC, I worked connected Oblivion with them successful the mode backmost days. And truthful I thought that I wholly understood the Dark Brotherhood and each its ins and outs, and truthful we were truly confident.
I went down to BGS, sat with Emil [Pagliarulo, Studio Design Director astatine Bethesda Game Studios] for a bit. I had a 3 leafage pitch, a communicative doc, similar here's the things. And helium was like, ‘Yeah, yeah, this is benignant of cool. Let maine deliberation connected this. There's a batch to digest.’ So the adjacent time helium gave maine 10 pages of feedback connected like, here's what you got, right, here's what you got wrong, here's however things could beryllium improved. And truthful that's however it works.
When we were doing Elsweyr with dragons, determination were nary dragons successful the Second Age. I was like, ‘Well, what if we did it similar this?’ And they're like, ‘Okay, I tin spot that.’ And truthful it's conscionable benignant of that talking backmost and forth. They're truly bully about, ‘This tin enactment successful your game. You tin bash immoderate you privation mechanically and whatnot due to the fact that your crippled is your game, but the lore, we request to benignant of enactment done it and speech done it.’ And they've been truly bully astir it implicit the years, and present they ace spot us, which is great.
Nick Giacomini: The chill happening astir the clip play ESO is successful is that it's not precise good established successful the lore, and truthful determination are stories for america to soma out. There's a batch that we get to make and explore. You asked if it was stressful oregon fun. It's amusive to speech these things done and effort to fig retired what stories we privation to archer and amusement our players. So it's a batch of fun.
Rich Lambert: We get that successful ESO each the time. Like, ‘The representation should beryllium this mode oregon the representation should beryllium that way, this crippled said the representation was similar this.’ And the quality of Elder Scrolls and conscionable the lore successful wide is it's told from aggregate perspectives, right? There's nary 1 large DM oregon omnipotent being that says this is the azygous root of truth. So there's tons of fudge origin successful there, and tons of ways to play, and it's a truly amusive IP to excavation into and play with.
IGN: You’ve talked astir the thought of ESO being a 30+ twelvemonth game, which would beryllium incredible. What tin you bash to marque that happen? How bash you adjacent statesman to effort and program successful a tangible mode to acceptable ESO up for that benignant of longevity fixed however things alteration truthful rapidly and truthful dramatically astir each month?
Rich Lambert: I deliberation portion of it is you conscionable person to beryllium consenting to alteration and evolve, adapt. And that's Nick's mantra: iterate, spell fast, don't beryllium acrophobic to change, perceive to players. But clip goes truly fast. When I deliberation astir it, 18 years has gone by successful a blink. I would wholly beryllium lying to you contiguous if I said I knew I would inactive beryllium moving connected this crippled 18 years from erstwhile I started. That's benignant of a hope. You're like, I privation to enactment connected this thing. I privation to bash this thing. I privation it to beryllium successful. But you don't ever spell 18 years, 20 years successful.
And truthful I don't deliberation it's overmuch of a agelong for the crippled to spell 30 years. If the instrumentality basal is passionate and if the developers are humble enough, I conjecture is the connection I'm looking for, but privation to enactment the assemblage and privation to interact with the assemblage and woody with the assemblage and recognize that assemblage is first, I deliberation there's thing stopping america from doing immoderate of that stuff. I don't deliberation it's a ridiculous connection personally.
Nick Giacomini: 11 years is already beauteous incredible, that the crippled has achieved the level of occurrence that it has for this magnitude of time. And to spell different 20, that would beryllium precisely similar you said. It's a precise abbreviated database of games that ever stayed applicable truthful long. So it's thing that is caput boggling. You asked astir tangible, it's hard due to the fact that arsenic you said, 11 years, the crippled is what utilized to beryllium cutting borderline successful 2014. Player expectations person changed and a batch of large games person travel out. And we person constricted resources ourselves, truthful it's difficult.
We precocious redid the tutorial zones to effort to marque onboarding amended for players. To your constituent astir lapsed players, we precocious did the Hero's Return to guarantee that lapsed players person a amended onboarding acquisition due to the fact that it tin beryllium overwhelming. We are updating things — we can’t get into ace item astir that — but we're updating visuals that are going to marque the crippled consciousness much modern. And we person to equilibrium that against creating caller and breathtaking things and trying to guarantee that we're changing things. And we're doing each of that close now. We're taking a hard look astatine zones. Traditionally, the zones looked much akin this past fewer years. And that's a constituent of feedback we perceive often.
So what tin we change? What tin we bash that's much exciting? Let's enactment existent to our roots, due to the fact that we person a halfway radical of players that emotion this game. But what tin we bash that they volition emotion too? And that is going to beryllium breathtaking and new. PVP Vengeance is simply a bully illustration of that. We're looking astatine that truly crossed the board.
It comes backmost to the players and ensuring that we proceed to bash the champion that we tin perceive to the players. And a batch of it yet comes down to trust. When there's truthful galore antithetic games, truthful galore antithetic things that players tin put their precious escaped time, that's the astir invaluable happening that anyone tin get. And there's truthful galore antithetic ways. It comes down to trust. And a batch of that comes down to tin we bash close by the players? Are we listening to them? Are we providing them what we need? And since we person specified a divers radical of players, however bash we deed each these antithetic furniture types to guarantee that ESO continues to beryllium a location for them and a spot they privation to instrumentality to.
Rich Lambert: All that and marque definite the technology's up to date. We made a batch of decisions successful 2007 erstwhile we started gathering the crippled that, looking backmost on, possibly we shouldn't person done that. Hindsight's always… and I wouldn't alteration immoderate of that. We wouldn't beryllium wherever we are contiguous if we didn't person each those stumbles and learnings. But exertion has to alteration arsenic well. We're updating the game, modernizing it, but there's besides each of the technologies connected the backend that person to beryllium updated and changed arsenic well. So yeah, it's a huge, immense undertaking.
IGN: Well, you’re astir halfway to 30!
Rich Lambert: I know, right? It's crazy!
Wesley is Director, News astatine IGN. Find him connected Twitter astatine @wyp100. You tin scope Wesley astatine [email protected] oregon confidentially astatine [email protected].