The Elder Scrolls Online has been running successfully for 11 years – a major accomplishment for any video game. The team at ZeniMax Online Studios hopes to support it for at least another 20, and even envision ESO being played for 30 years or more. However, recent changes at the studio, including layoffs impacting Bethesda, have players questioning what the future holds for the game.
I recently spoke with Nick Giacomini, the new game director for The Elder Scrolls Online, and Rich Lambert, who is now studio director, to talk about the game’s history, current state, and what’s coming next. Rich Lambert has a long history with the Elder Scrolls series, starting at Bethesda Game Studios in 2004 with Oblivion. He’s been involved with ESO for an incredible 18 years, counting from the very beginning of its development. He was actually the second person hired onto the ESO team, after Matt Firor, the former head of ZeniMax Online Studios who left following the cancellation of a different MMO the studio was working on.
As a longtime fan, I’m really excited about where The Elder Scrolls Online is headed! Nick is now in charge, and he and Rich let me know at gamescom 2025 that they’re planning some huge changes. They’re not just talking about a fresh coat of paint either – they want to completely revamp both how the game looks *and* how it plays. I’ve got all the details, so keep reading to find out what’s coming!
iggn.ru: It’d be great to get both your takes on where ESO is at as we see it today, more than 10 years later. What is the health of the game? I’m sure you have a number of metrics to decide what that actually means.
We’re currently in a strong position with both the game’s health and our player base. However, we’ve recognized – both through player feedback and our own internal assessment – that our update schedule has become a bit predictable. We typically release a large update in June, followed by smaller updates throughout the year, and while this approach has been very successful, we felt it was time for a change. This new seasonal model is designed to give our team more flexibility, allowing us to respond to player feedback more quickly and experiment with different ideas.
Previously, creating a single chapter for the game took around 18 months, which was a very rigid process. Now, with the new system Nick and his team are developing, the team has more freedom to work on smaller improvements and enhance the overall player experience. They’re carefully re-examining core elements like zones, player-versus-player combat, progression, and rewards, analyzing every detail. This thorough review is designed to ensure the game is well-positioned for future development and continued improvement.
Jo Burba, our new studio head, explained that they envision this game as a massive, long-term online world – something they plan to support for thirty years. We understood that’s a significant commitment, but it’s something we’re excited about because we know it’s important to our players as well.
It’s amazing that the game has been around for 11 years! The gaming industry is always competitive, but it’s especially challenging right now with so many excellent games available. We’re fortunate to have a dedicated and enthusiastic player base that’s remained strong. However, players’ expectations have evolved with the release of new titles. We want to build on what makes our game so successful while also shaking things up a bit. We’re committed to staying true to our core identity, but we recognize we’ve become predictable and need to innovate to stay relevant for the next ten years.
Rich Lambert points out that change can be unsettling, but The Elder Scrolls Online has a history of embracing big shifts. While the initial PC launch had issues, they addressed them and then boldly innovated with One Tamriel, which became a model for other games. He believes they’ve demonstrated their willingness and ability to make significant changes, and now is the time to do so again.
iggn.ru: I’m a lapsed ESO player, which I imagine is part of your thinking about the future. Maybe ESO is starting to look a little bit dated from a visual point of view. Your game is 11 years old — are you having conversations about a potential graphical overhaul or mechanics overhaul to address how the game plays mechanically so it feels more modern?
Absolutely! That’s exactly what I mean by carefully reviewing everything. You might remember this from updates 45 and 46, when we redesigned the starting island. We replaced a lot of the older graphics with newer ones we’d created, and even updated the water to look more realistic. We’ve been constantly improving the water’s appearance as our tools and technology have advanced, and we’ve also made several updates to the rendering engine itself.
We’re actively working on improving many aspects of the game, particularly how combat feels. Since launch, players have often described it as floaty and lacking impact, and the team is currently focused on addressing those issues. You should start seeing these improvements roll out over the next three to four updates. Consider that a sneak peek!
iggn.ru: Are you looking to improve how you talk to your community, making sure they understand what’s happening?
We’ve always engaged with the community, but we know we can get better at it, and Nick is eager to help. It’s challenging, actually. We were just discussing this on our way over this morning. Nick, being new to public-facing work, asked how we deal with negativity online – he’s already receiving it! I told him it’s really tough. There are a lot of jokes online about developers trying to connect with the community only to be met with criticism, causing them to retreat. You need a strong resolve to keep engaging, but it’s vital, and Nick is committed to doing it.
We recognize that ESO is just as much the players’ game as it is ours, and we truly value their thoughts and feedback. The players are essential to ESO’s success – it’s always been that way, and we want to make their input even more central to how we develop the game. We want to ensure they know we’re listening and that we genuinely care about their experience. That’s why we’re moving towards a new system – to create more chances for communication, testing, and improvement, ultimately delivering the game players want and deserve.
Honestly, this isn’t about me at all! I’m happy to be the face of things right now, and I definitely enjoy talking to you all, but it’s really about the whole team. We’ve got some incredibly talented and passionate people working on this game. What I’m really excited about is that over the next year, you’re going to get to know *them* better – the developers, what they’re good at, how they think about the game. That kind of open communication is so important for making something great, and I think you’ll see a lot of changes as we move forward.
iggn.ru: Do you have any idea when the community might get a roadmap? I know that they’re clamoring for that, or is it too early to say at this point?
It’s probably too soon to share specifics, but we publish a roadmap every quarter outlining what we’re currently working on and what’s coming next – usually the next two or three items. The further out we look, the less detailed that roadmap becomes. We’re exploring ways to improve this. The new development process, with its faster cycles, will make predicting release dates much more reliable. Previously, with 18-month development cycles, things were always subject to change due to the unpredictable nature of game development.
In the past, we’ve avoided announcing things to players until we were absolutely sure they’d happen as planned. We didn’t want to get anyone excited about something only to have to delay it due to unexpected issues. It’s a delicate balance, but we’re working on being better about sharing information more proactively.
iggn.ru: I love Elder Scrolls generally, and for me ESO would scratch that Elder Scrolls itch between mainline releases. Am I in isolation there?
We often get asked about The Elder Scrolls 6, which is understandably popular! It’s funny, we hear that question a lot at events. People are so passionate about the Elder Scrolls series – it’s a game many people love and want to keep playing. While The Elder Scrolls 6 is actually developed by a different team, we’re happy to be able to offer fans more experiences within that universe.
Many players actually experience ESO as a single-player game. When we first launched, we struggled to balance the MMO and Elder Scrolls aspects, and didn’t quite succeed at either. Once we prioritized making it a strong Elder Scrolls game first, and an MMO second, many issues were resolved. Players realized they could complete most content on their own and weren’t *required* to play with others, even though other players were present. This led to some wonderful, unexpected interactions and experiences.
Many players enjoy the game in different ways – some focus on the main storyline, while others prefer activities like building homes, player-versus-player combat, or the collectible card game. We’ve added more options over time, but fundamentally, a large number of players experience the game as a solo adventure.
iggn.ru: I suppose you’re benefiting from the absurd wait for The Elder Scrolls 6, aren’t you?
Rich Lambert mentioned the release of the Oblivion Remastered game had a significant impact on their numbers, causing a temporary dip followed by a surge in popularity, similar to what they’ve seen with the Fallout TV show. He described it as a positive and interesting trend.
iggn.ru: What do you put that down to? People getting back into Elder Scrolls with Oblivion Remastered and then…
Rich Lambert recalls thinking about revisiting Elder Scrolls Online, saying something like, ‘Oh yeah, let’s keep playing that game – it was really good!’ He admits he isn’t entirely certain if that’s exactly what happened, but that’s his recollection.
We’re not certain, but we noticed a significant surge in both new and returning players immediately following the event, and that increase lasted for a while. It was really encouraging to see.
iggn.ru: How do you approach building on the Elder Scrolls canon in the context of the time period in which ESO is set, but also having to be mindful of other studios who are also building on the canon? In my mind it’s like that meme with the guy with all the string on the board.
Rich Lambert: You’re not far off! Seriously.
iggn.ru: ESO is canon, which is part of the appeal. Internally is it a nightmare, or a lot of fun? Or a bit of both?
As a huge fan, I always get the sense that working on this project is a wild ride – a good kind of wild, though! It’s like they’re constantly sifting through tons of games and backstory, and there’s *so* much to keep track of. Luckily, they actually have someone whose entire job is to be the expert on all the lore! It’s awesome that they have a dedicated ‘lore master’ to help everyone stay consistent and make sure they’re all on the same page.
As a big fan of the Elder Scrolls, I love how closely we collaborate with Todd and the team at Bethesda Game Studios. Whenever we come up with new story ideas or lore details, I always run them by them and we discuss everything. It’s a real back-and-forth to make sure it all fits. A great example is when we were making the Dark Brotherhood DLC. I actually worked with them on *Oblivion* years ago, so I thought I really *got* the Dark Brotherhood – its history, its quirks, everything. We were super confident in our ideas!
I met with Emil Pagliarulo at Bethesda Game Studios to present a three-page story idea. He seemed interested and asked for some time to consider it. The next day, he gave me ten pages of detailed feedback, pointing out what worked well, what didn’t, and how I could make it better. That’s pretty much how the process unfolded.
When we started planning the Elsweyr chapter with dragons, it presented a bit of a challenge since dragons didn’t exist in the Second Age of the game’s lore. I suggested a way to make it work, and the team was open to the idea. It’s always a collaborative process – we have freedom to design the gameplay mechanics as we see fit, but we work closely with the lore keepers to ensure everything fits within the established world. Over time, they’ve really come to trust our judgment, which is fantastic and makes development much smoother.
Nick Giacomini explained that the time period in which *The Elder Scrolls Online* is set is relatively unexplored in existing lore, which gives the development team a lot of creative freedom. They get to build stories and delve into new areas, and he finds the process of brainstorming and deciding what to show players really enjoyable. It’s a fun challenge.
We often see players in ESO debating the map – how it should be oriented or what it represented in previous games. But that’s actually a strength of the Elder Scrolls universe. The lore isn’t presented as a single, definitive truth by one authority. Instead, it’s told through many different viewpoints, which allows for flexibility, different interpretations, and makes it a really enjoyable world to explore and play in.
iggn.ru: You’ve talked about the idea of ESO being a 30+ year game, which would be incredible. What can you do to make that happen? How do you even begin to try and plan in a tangible way to set ESO up for that sort of longevity given how things change so quickly and so dramatically almost every month?
According to Rich Lambert, a key to long-term success is being open to change and constantly improving, which is something they really emphasize – quickly testing ideas, not being afraid to make adjustments, and paying attention to what players want. It’s amazing how quickly time passes; 18 years have flown by. He admits he never imagined he’d still be working on the same game after all this time. You start with a goal and hope for success, but you can’t predict something will stay successful for nearly two decades.
I believe it’s very realistic for this game to be popular for another 30 years. If players remain enthusiastic and the developers stay open to feedback, prioritize the community, and genuinely engage with them, there’s no reason why it couldn’t last. I really don’t think that’s an unreasonable expectation.
Wow, eleven years is a long time for any game, and it’s amazing we’ve kept it going this long! Thinking about another twenty years? That would put us in seriously exclusive company – very few games stay popular for that long. You asked about what’s hard about keeping it fresh… well, what was cutting-edge back in 2014 feels dated now, and players expect a lot more. Plus, we’re a team with limited resources, so it’s a real challenge to keep up with everything and still deliver what people want.
We’ve been working on improving the new player experience by redesigning the tutorial areas. We also recently launched “Hero’s Return” specifically to help returning players who might find the game overwhelming. We’re updating the game’s visuals to give it a more modern look, while also continuing to create new content. We’re currently reviewing all the game zones, as players have told us they’ve felt too similar lately, and we want to address that.
We’re brainstorming ways to make things more engaging while still honoring what our dedicated players already enjoy. We want to introduce fresh, exciting features that will appeal to everyone. A good example of this approach is PVP Vengeance, and we’re exploring similar improvements throughout the game.
Ultimately, our success depends on our players and making sure we truly listen to them. In a world with so many gaming options, their time is incredibly valuable. Building trust is key – can we deliver a good experience and meet their needs? With such a diverse player base, we need to ensure *Elder Scrolls Online* remains a welcoming and enjoyable home for everyone, encouraging them to keep coming back.
Rich Lambert emphasized the importance of keeping the game’s technology current. While reflecting on early development decisions made back in 2007, he acknowledged some weren’t ideal, but believes those initial challenges were crucial to the game’s current success. He wouldn’t change the past, as those ‘stumbles’ provided valuable lessons. Now, they’re focused on a massive update to not only modernize the game itself, but also to overhaul the underlying technology powering it.
iggn.ru: Well, you’re nearly halfway to 30!
Rich Lambert: I know, right? It’s crazy!
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2025-09-17 15:50