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‘I Don’t Think It’s Much (*30*) a Stretch for the Game to Go 30 Years’ — The Elder Scrolls Online Developers Promise Big Changes Following Internal Shakeup

by 17 September 202506
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The Elder Scrolls Online has been going for 11 years now, which is a big achievement for any online game. However the builders at ZeniMax Online Studios have an ambition for it to final for no less than one other 20 years, and are brazenly speaking about ESO being a 30+ yr recreation. Can they handle it? After a latest shakeup at the Microsoft owned studio — and massive layoffs that hit Bethesda onerous — gamers are questioning what the future holds for their beloved recreation.

It was with all this in thoughts that I sat down to chat with Nick Giacomini, who has taken over the ESO recreation director function from Wealthy Lambert, and Lambert himself, who’s now studio-wide director, to focus on the previous, current, and future (*30*) The Elder Scrolls Online. Wealthy is a true Elder Scrolls veteran, having joined Bethesda Game Studios in 2004 to work on Oblivion. He’s been engaged on ESO for an eye-watering 18 years, whenever you consider the begin (*30*) growth. In truth, he was the second worker introduced on the crew after Matt Firor, the prior boss (*30*) ZeniMax Online Studios who stepped down amid the cancellation (*30*) the studio’s unannounced MMO.

Now Nick is main ESO, and there are huge plans for change. At gamescom 2025, Nick and Wealthy advised me they’ve a important overhaul in thoughts, one that might not solely modernize the visuals however its mechanics. Learn on for all the particulars.

IGN: It might be nice to get each your takes on the place ESO is at as we see it at this time, greater than 10 years later. What’s the well being (*30*) the recreation? I am positive you’ve got a quantity (*30*) metrics to resolve what that really means.

Wealthy Lambert: I feel we’re in a actually great spot general in phrases (*30*) well being and gamers. However one (*30*) the bits (*30*) suggestions that we have gotten over the years — and we have felt this internally as effectively — is we’re a little formulaic, a little too predictable. Variety (*30*) with the chapter mannequin that we’re doing, it is one huge factor each June after which there’s smaller updates over time. And that has been very profitable for us, very, very profitable for us. However we would have liked to change. We would have liked to do one thing a little totally different. And that is what the complete thought (*30*) this seasonal mannequin, this content material move mannequin is, is to give the crew a little bit extra time to do various things, to react to participant suggestions extra.

Once we had been doing the chapter mannequin, it took 18 months to construct a chapter. We had been locked into that cycle and perhaps we might get some issues in. And now underneath this new mannequin that Nick and crew are engaged on, it provides the crew a little bit extra flexibility to do extra (*30*) the smaller issues, extra (*30*) the high quality (*30*) life issues. They usually’re taking a look at issues like, what does a zone even imply now? What does PVP appear to be now? Actually going again in excruciating element, trying over all (*30*) the issues. What does development appear to be? What does rewards appear to be? It’s all to guarantee that we’re setting ourselves up for the future and persevering with to construct on the recreation.

Jo Burba, who’s the new studio head, he sat the crew down and was like, ‘that is a 30 yr MMO.’ And we had been like, ‘Okay.’ We get this, proper? And that’s a big dedication, however it’s one thing that is necessary to us as a result of it is also necessary to the neighborhood.

Nick Giacomini: The recreation is 11-years-old now, which is simply loopy. And the gaming business, it is onerous proper now. It’s at all times onerous, however now greater than ever. Competitors is critical the place the quantity (*30*) nice video games out there’s so excessive. We’re in a good spot as a result of we have now an especially passionate neighborhood and group (*30*) gamers, and that hasn’t modified. However, participant expectations have modified as new video games have come out. We’re trying to honor that legacy, honor the roots, as a result of there’s a lot that makes ESO so nice that has resulted in the success that we have had for the final 11 years. So we would like to keep true to that, however we’re a little too formulaic and we’re trying to evolve and alter over the course (*30*) the subsequent decade.

Wealthy Lambert: And alter can be scary. Simply usually, change is frightening, however I feel we have confirmed over the years we’re not afraid to make huge modifications, huge leaps, proper? That is what ESO is over the years. The PC launch wasn’t superior. We labored on issues. We launched One Tamriel, which modified how all the things labored and a lot (*30*) video games began mimicking what we had been doing. I feel we have proven we will try this and we would like to try this and it is time to try this once more.

IGN: I am a lapsed ESO participant, which I think about is a component (*30*) your eager about the future. Perhaps ESO is beginning to look a little bit dated from a visible level (*30*) view. Your recreation is 11 years outdated — are you having conversations about a potential graphical overhaul or mechanics overhaul to tackle how the recreation performs mechanically so it feels extra fashionable?

Wealthy Lambert: Sure! All (*30*) the above! That is what I imply by painstakingly going by. And you’ve got seen some (*30*) that in, what was it… 45, 46, we did the starter island revamp the place we went by and we swapped out a bunch (*30*) property in these older zones for newer ones that we had constructed over time. We modified the water. Our water has gone by a bunch (*30*) totally different iterations over time as we received higher with the instruments and expertise. The renderer has been up to date a few occasions.

However yeah, we’re taking a look at all (*30*) these issues. Feel and appear (*30*) fight, that is been a huge factor since launch, like fight feels floaty, it would not really feel impactful. All (*30*) these issues are going into what the crew is taking a look at proper now. And you will begin to see some (*30*) the fruits (*30*) that come out an increasing number of over the subsequent three or 4 updates, hopefully. Spoilers, sorry!

IGN: Are you trying to enhance the way you speak to your neighborhood, ensuring they perceive what’s occurring?

Wealthy Lambert: We have at all times achieved that, however there’s room to enhance and that is one (*30*) the issues that Nick is absolutely thinking about doing. It’s actually onerous. It’s humorous, we had been truly simply speaking about this as we had been strolling over this morning. As a result of Nick is new to this and being in the public, and he was like, ‘How do you deal with the haters? I’ve already received the haters. How do you deal with that?’ I am like, ‘It’s actually onerous.’ There’s all types (*30*) memes on the web the place a dev opens the field to work together with the neighborhood and the neighborhood shuts them down they usually return in the field and say ‘by no means once more’. So it takes a actually thick pores and skin to try this, however it’s actually necessary, and that is one thing that Nick is absolutely thinking about doing.

Nick Giacomini: That is as a lot the gamers’ recreation because it’s ours, and we do care deeply about what gamers say, what they assume, how they work together. With out the gamers ESO is nothing. It’s at all times been an necessary half (*30*) the growth course of and we would like to make it much more so going ahead. And we do need to talk and let the gamers know that we’re listening. We do care, as a result of it is true. They’re so necessary to us they usually play an unbelievable half on this. And that’s, once more, one (*30*) the causes that we try to shift to this new mannequin, is to enable extra (*30*) that, extra alternatives to talk, extra alternatives to iterate and check out issues, get suggestions and check out to present the recreation expertise that gamers love and wish and want from us.

This has by no means been about one individual. I imply, whereas I am right here speaking with you, completely satisfied to proceed doing this (*30*) course, this isn’t my recreation. Now we have an extremely gifted crew, an extremely passionate crew. And half (*30*) what’s hopefully going to be altering over the course (*30*) the subsequent yr is our neighborhood goes to get to know actually me, however extra (*30*) the builders simply typically and their areas (*30*) experience, how they’re eager about issues, and have that forwards and backwards that is so necessary to creating a good recreation. So yeah, I count on there’s going to be a lot (*30*) modifications to come.

IGN: Do you’ve got any thought when the neighborhood may get a roadmap? I do know that they are clamoring for that, or is it too early to say at this level?

Wealthy Lambert: It’s most likely a little bit too early. We do have a roadmap that we launch no less than as soon as a quarter that is like, this is what’s up now, this is the subsequent two or three which are coming. And the two or three which are coming are a little bit much less detailed. However that is one (*30*) the issues that we’re taking a look at. How can we make that a little bit higher? I feel a lot (*30*) that begins to get a lot simpler in the new mannequin as a result of it is shorter growth cycles, so that you’re a lot extra positive (*30*) when one thing’s going to hit. Whereas when it was the 18 month cycle, it is like, effectively, we’re on observe proper now, nevertheless it’s recreation growth and one thing might occur.

The philosophy in the older days was we strive not to share issues with gamers till we’re assured once they’re going to land, as a result of we do not need to promise one thing and folks get excited after which by the approach, that is delayed as a result of ‘unexpected circumstances.’ So it is that tightrope to stroll. However we do need to strive to enhance that.

IGN: I really like Elder Scrolls typically, and for me ESO would scratch that Elder Scrolls itch between mainline releases. Am I in isolation there?

Wealthy Lambert: I don’t assume you’re. We hear that a lot. It’s actually attention-grabbing over the years going to the numerous reveals and neighborhood occasions, you hear that a lot, proper? I am unable to inform you what number of occasions I’ve answered the, ‘When’s TES 6 coming?’ ‘What’s TES 6?’ ‘Inform me!’ And it’s like… That’s a totally different studio, proper? However sure, individuals are tremendous obsessed with Elder Scrolls. For a lot (*30*) individuals, this has been their residence as a result of they love Elder Scrolls they usually simply need to play extra (*30*) it, and we’re ready to present that.

And really, a lot (*30*) gamers play ESO like a single-player recreation. In the early days, at launch, we tried to stroll this sort (*30*) tightrope the place it was MMO and Elder Scrolls, and we did not actually hit both one notably effectively. And after we determined we had been going to make it Elder Scrolls first after which MMO second, that helped remedy a lot (*30*) the issues. And we began to see the gamers coming in and saying, ‘Oh, you imply I can solo all (*30*) these things? Oh, I haven’t got to play with different gamers. They only occur to be there.’ After which you’ve got these natural issues that occur.

However there’s a lot (*30*) folks that play the recreation that approach. After which there’s a lot (*30*) folks that simply do housing or simply PVP or simply play the card recreation. We constructed on extra methods to that over time, however at its core, a lot (*30*) gamers do play it like a single-player recreation.

IGN: I suppose you are benefiting from the absurd wait for The Elder Scrolls 6, aren’t you?

Wealthy Lambert: And the Oblivion Remaster was one other huge factor. That got here out and we had been like, ‘Okay, that is going to hit our numbers for a whereas.’ And there was a small blip after which the numbers went up. Variety (*30*) like the Fallout present. We had been like, ‘Wow, that is cool. Proper?’ So yeah, it is attention-grabbing.

IGN: What do you place that down to? Folks getting again into Elder Scrolls with Oblivion Remastered after which…

Wealthy Lambert: … after which going, ‘Oh yeah, Elder Scrolls Online. Yeah! Let’s go proceed the Elder Scrolls factor. That was a nice recreation, let’s go do that.’ I feel! I don’t know for positive.

Nick Giacomini: We don’t know for positive, however we noticed a lot (*30*) new and lapsed gamers come again in a short time after, and it continued truly for fairly a while. It was fairly thrilling.

IGN: How do you strategy constructing on the Elder Scrolls canon in the context (*30*) the time interval wherein ESO is about, but in addition having to be conscious (*30*) different studios who’re additionally constructing on the canon? In my thoughts it’s like that meme with the man with all the string on the board.

Wealthy Lambert: You’re not far off! Severely.

IGN: ESO is canon, which is a component (*30*) the enchantment. Internally is it a nightmare, or a lot (*30*) enjoyable? Or a bit (*30*) each?

Wealthy Lambert: It’s a bit (*30*) each. It’s managed chaos. Attempting to dig by all (*30*) the totally different video games and all (*30*) the lore and simply all (*30*) the lore books, proper? There are so, so many. It’s enjoyable. We even have a individual, a lore grasp. Their sole job is to do a lot (*30*) that stuff and check out to be certain that we’re all on the similar web page.

However we additionally work actually carefully with Todd’s BGS [Todd Howard, Bethesda Game Studios]. So at any time when we’re pitching new lore issues, new story issues, I sit down with them and I speak them by it. There’s a negotiation that goes on. Good instance, after we had been doing Darkish Brotherhood DLC, I labored on Oblivion with them in the approach again days. And so I assumed that I completely understood the Darkish Brotherhood and all its ins and outs, and so we had been actually assured.

I went down to BGS, sat with Emil [Pagliarulo, Studio Design Director at Bethesda Game Studios] for a bit. I had a three web page pitch, a story doc, like this is the issues. And he was like, ‘Yeah, yeah, that is variety (*30*) cool. Let me assume on this. There’s a lot to digest.’ So the subsequent day he gave me 10 pages (*30*) suggestions on like, this is what you bought, proper, this is what you bought unsuitable, this is how issues could possibly be improved. And in order that’s the way it works.

Once we had been doing Elsweyr with dragons, there have been no dragons in the Second Age. I used to be like, ‘Nicely, what if we did it like this?’ They usually’re like, ‘Okay, I can see that.’ And so it is simply variety (*30*) that speaking forwards and backwards. They’re actually good about, ‘This will work in your recreation. You are able to do no matter you need mechanically and whatnot as a result of your recreation is your recreation, however the lore, we’d like to variety (*30*) work by it and speak by it.’ They usually’ve been actually good about it over the years, and now they tremendous belief us, which is nice.

Nick Giacomini: The cool factor about the time interval ESO is in is that it is not very effectively established in the lore, and so there are tales for us to flesh out. There’s a lot that we get to create and discover. You requested if it was traumatic or enjoyable. It’s enjoyable to speak this stuff by and check out to determine what tales we would like to inform and present our gamers. So it is a lot (*30*) enjoyable.

Wealthy Lambert: We get that in ESO all the time. Like, ‘The map ought to be this fashion or the map ought to be that approach, this recreation mentioned the map was like this.’ And the magnificence (*30*) Elder Scrolls and simply the lore usually is it is advised from a number of views, proper? There is no one main DM or all-powerful being that claims that is the single supply (*30*) fact. So there’s tons (*30*) fudge consider there, and much (*30*) methods to play, and it is a actually enjoyable IP to dig into and play with.

IGN: You’ve talked about the thought (*30*) ESO being a 30+ yr recreation, which might be unbelievable. What are you able to do to make that occur? How do you even start to try to plan in a tangible approach to set ESO up for that kind (*30*) longevity given how issues change so rapidly and so dramatically nearly each month?

Wealthy Lambert: I feel half (*30*) it’s you simply have to be keen to change and evolve, adapt. And that is Nick’s mantra: iterate, go quick, do not be afraid to change, pay attention to gamers. However time goes actually quick. After I give it some thought, 18 years has passed by in a blink. I might completely be mendacity to you at this time if I mentioned I knew I might nonetheless be engaged on this recreation 18 years from once I began. That is variety (*30*) a hope. You are like, I need to work on this factor. I need to do that factor. I need it to achieve success. However you do not ever go 18 years, 20 years profitable.

And so I do not assume it is a lot (*30*) a stretch for the recreation to go 30 years. If the fan base is passionate and if the builders are humble sufficient, I suppose is the phrase I am trying for, however need to help the neighborhood and wish to work together with the neighborhood and take care of the neighborhood and perceive that neighborhood is first, I feel there’s nothing stopping us from doing any (*30*) that stuff. I do not assume it is a ridiculous assertion personally.

Nick Giacomini: 11 years is already fairly unbelievable, that the recreation has achieved the degree (*30*) success that it has for this quantity (*30*) time. And to go one other 20, that might be precisely such as you mentioned. It’s a very brief listing (*30*) video games that ever stayed related so lengthy. So it is one thing that’s thoughts boggling. You requested about tangible, it is onerous as a result of as you mentioned, 11 years, the recreation is what used to be leading edge in 2014. Participant expectations have modified and a lot (*30*) nice video games have come out. And we have now restricted sources ourselves, so it is troublesome.

We just lately redid the tutorial zones to strive to make onboarding higher for gamers. To your level about lapsed gamers, we just lately did the Hero’s Return to be sure that lapsed gamers have a higher onboarding expertise as a result of it may be overwhelming. We’re updating issues — we will’t get into tremendous element about that — however we’re updating visuals which are going to make the recreation really feel extra fashionable. And we have now to stability that in opposition to creating new and thrilling issues and making an attempt to be sure that we’re altering issues. And we’re doing all (*30*) that proper now. We’re taking a onerous take a look at zones. Historically, the zones appeared extra comparable this previous couple of years. And that is a level (*30*) suggestions we hear typically.

So what can we alter? What can we try this’s extra thrilling? Let’s keep true to our roots, as a result of we have now a core group (*30*) gamers that love this recreation. However what can we try this they are going to love too? And that’s going to be thrilling and new. PVP Vengeance is a good instance (*30*) that. We’re taking a look at that actually throughout the board.

It comes again to the gamers and making certain that we proceed to do the finest that we will pay attention to the gamers. And a lot (*30*) it in the end comes down to belief. When there’s so many various video games, so many various issues that gamers can make investments their treasured free time, that is the most dear factor that anybody can get. And there is so many various methods. It comes down to belief. And a lot (*30*) that comes down to can we do proper by the gamers? Are we listening to them? Are we offering them what we’d like? And since we have now such a numerous group (*30*) gamers, how can we hit all these totally different layer sorts to be sure that ESO continues to be a residence for them and a place they need to return to.

Wealthy Lambert: All that and ensure the expertise’s up to date. We made a lot (*30*) selections in 2007 after we began constructing the recreation that, trying again on, perhaps we should not have achieved that. Hindsight’s at all times… and I would not change any (*30*) that. We would not be the place we’re at this time if we did not have all these stumbles and learnings. However expertise has to change as effectively. We’re updating the recreation, modernizing it, however there’s additionally all (*30*) the applied sciences on the backend which have to be up to date and altered as effectively. So yeah, it is a big, big enterprise.

IGN: Nicely, you’re almost midway to 30!

Wealthy Lambert: I do know, proper? It’s loopy!

Wesley is Director, Information at IGN. Discover him on Twitter at @wyp100. You possibly can attain Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

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