The Elder Scrolls Online is celebrating its tenth anniversary over the next year, and the game has changed a lot in that decade. One Tamriel opened up every zone to every level, making it so that you could travel the world at your leisure without ever feeling underpowered, and countless expansions have launched that introduced entirely new modes and mechanics, shifting up the meta, combat, and ways in which you can conquer the endgame.
In other MMORPGs like World of Warcraft and RuneScape, developers have capitalised on the nostalgic fever with separate Classic versions of the games that strip back the past decade or two of development. But when I asked creative director Rich Lambert about ESO doing something similar, he had a "snarky" answer for me.
"Nobody liked ESO when it launched, so I don't think going back to that is ideal, but I understand the sentiment, being able to start over and being fresh and new," Lambert tells me as we sit in the entrance of the sugar factory in Amsterdam where Zenimax is hosting the first of its celebrations. "It's something we've definitely toyed with and talked about, but we've spent so much time and effort turning ESO into what it is today that I don't think it's the right thing to do."
We've spent so much time and effort turning ESO into what it is today that I don't think it's the right thing to do.
Ass Lambert says, ESO was infamous when it launched. Elder Scrolls fans expecting 'Skyrim with friends' were disappointed, and genre veterans found it lacking when compared to the juggernauts that had long dominated the space. But Zenimax persevered and the game not only survived that rocky launch, it thrived.
As of writing, ESO boasts over 24 million players and is about to launch an expansion called Gold Road which is introducing an entirely new Daedric Prince and a spell crafting-like system.
It took some doing to get here, but as rocky as its beginnings were, I'm sure there are plenty of others who still found a lot
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