In the past couple of weeks, I've made a return tour around TESO's world, wrapped up the main story arc, and got to have a talk with two of the game's production leads - game director Matt Firor (previously of classic PvP MMO Dark Age of Camelot) and creative director Rich Lambert. Both were eager to share their stories of the highs and lows of development, and how the game found a new identity through one of the most comprehensive overhauls of an online game to date.
TESO’s story begins 17 years ago, an eternity by videogame standards. Oblivion was only 18 months old, and Fallout 3 was an up-and-coming hit. “Our North Star at the time was Oblivion,” reminisces Firor. “The very first version of ESO we worked on – for the first two or three years – was very much a mid-2000s MMO with Oblivion’s IP. And then Skyrim launched, and everything changed.”
This prompted a fundamental redesign of the game, including massive systems and visual overhauls, according to Matt. “Skyrim was like a social phenomenon, and we knew that our original concept just wouldn’t fly in a post-Skyrim world. We were the next Elder Scrolls game to launch, so we had to make the game more Skyrim-like and we only had like a year and a half to do it.”
This story is from the June 2024 edition of PC Gamer.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber ? Sign In
This story is from the June 2024 edition of PC Gamer.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber? Sign In
A New Dawn - The rise, fall and rise again of PC Gaming in Japan
The so-called 'Paso Kon' market (ie katakana's transliteration of 'Pasonaru Computa') in Japan was originally spearheaded in the 1980s by NEC's PC-8800 and, later, its PC-9800.
MARVEL: ULTIMATE ALLIANCE
Enter the multiverse of modness.
SLIDES RULE
Redeeming a hated puzzle mechanic with SLIDER
GODS AND MONSTERS
AGE OF MYTHOLOGY: RETOLD modernises a classic RTS with care
PHANTOM BLADE ZERO
Less Sekiro, more Wo Long: Fallen Dynasty
STARR-MAKING ROLE
Final Fantasy XVI's BEN STARR talks becoming a meme and dating summons
THIEF GOLD
Learning to forgive myself for knocking out every single guard.
HANDHELD GAMING PCs
In lieu of more powerful processors, handhelds are getting weirder
FAR FAR AWAY
STAR WARS OUTLAWS succeeds at the little things, but not much else shines
FINDING IMMORTALITY
Twenty-five years on, PLANESCAPE: TORMENT is still one of the most talked-about RPGs of all time. This is the story of how it was created as a ‘stay-busy’ project by a small team at Black Isle Studios