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The Elder Scrolls Online, A Decade of Quiet Success and Community Building

By D.W.G. Kalani Tharanga, JadeTimes News

 
The Elder Scrolls Online: A Decade of Quiet Success and Community Building
Image Source : Bethesda

Ask anyone to name a successful online multiplayer game, and you'll likely hear titles like Fortnite, Call of Duty, League of Legends, Roblox, and Helldivers II. However, there's another game, celebrating its 10th anniversary this year, that has quietly achieved remarkable success. The Elder Scrolls Online (ESO), a spin off from Bethesda’s famed fantasy RPG series, has garnered 24 million players and generated $2 billion in revenue since its launch.


From Rocky Beginnings to Player Centric Pivot


Development of ESO by Zenimax Online Studios started in 2007, following the success of The Elder Scrolls: Oblivion. At the time, MMORPGs like World of Warcraft, Everquest, and Dark Age of Camelot were immensely popular, making an Elder Scrolls MMORPG seem like a surefire hit. However, the initial release failed to meet expectations. Creative Director Rich Lambert and Studio Director Matt Firor explained to BBC Newsbeat that the first version of ESO struggled to satisfy both Elder Scrolls fans and traditional MMORPG players.


"We didn't really pick a lane," Rich admitted. "We tried to appeal to both, and we didn't particularly meet either of their needs as much as those groups wanted." Early versions of ESO focused heavily on character leveling through quests and tasks, which created friction for friends trying to play together. "That causes this friction, this really painful thing for you and your friends where you have to always be kind of in lockstep," Rich noted.


Despite the lukewarm initial reception, a "hardcore group" of players logged in daily, which spurred the team to keep improving the game. Matt revealed an unexpected insight: players spent considerable time on non questing activities, such as socializing, dancing, and playing musical instruments. This observation led the team to pivot towards creating a "virtual world" experience, emphasizing player identity and diverse activities. Today, ESO offers standard story quests and battle arenas but also includes side activities like housebuilding, a card game, and a detailed fashion mode.


Community and Longevity


This shift towards a player driven virtual world was initially divisive within the studio. Many "old school MMO developers" found the change challenging. Matt recalled, "There were a lot of meetings and a lot of whiteboards. I made the statement in a meeting that I wanted ESO to be more like Grand Theft Auto. Does anybody care what level they are in Grand Theft Auto? No, they just log in and play. And that we need to copy that feeling." Eventually, the team realized this direction was the right choice, although it took time for everyone to see the potential.


Streamers like KayPOWXD, GeekyCassie, and Dawnwhisper attribute their continued engagement with ESO to its strong sense of community. Kay, an ESO player since the beginning, describes the long term players as an "ESO fam" due to their supportive and inclusive nature. Dawn emphasized the maturity of the player base, not in age but in their respectful interactions. Cassie, a founding member of Black Twitch UK, appreciates the warm and welcoming environment compared to other gaming communities.


Jessica Folsom, ESO's Director of Community Management, explained that Zenimax has teams to address player harassment, but often, the community itself quells toxicity before intervention is needed. "When toxicity does surface, our players often stomp it out before we ever have to take action," she said.


Future Challenges and Goals


As ESO moves into its second decade, it faces the challenge of attracting new players. A report by Newzoo found that the most played games in 2023 were established titles like Fortnite and Call of Duty. Although ESO doesn't have the same level of name recognition, its 10 year legacy provides a solid foundation. Matt noted that new players face an "overwhelming amount of choice" in ESO, unlike competitors where players must catch up on years of content.


Rich acknowledged the difficulty in showcasing the vast array of activities within ESO. "Arguably we don't do a great job at surfacing all of those things," he admitted. "And that's something that we need to work on and are definitely going to focus on over the next few years." Community Manager Jessica agreed that attracting new players is challenging amidst the noise of so many "amazing games" available today.


Reflecting on the journey, Rich and Matt credited the late Robert A. Altman, former boss of Zenimax Online Studios, for his unwavering support. "He saw the magic in the game and gave us the support and the time we needed to do what we thought was right to improve on the game," Matt said. Rich added, "Making games of this scale is hard. And it's really expensive. So there's a lot of risk in that."


Asked if they could replicate ESO's success from scratch today, Rich expressed confidence. "I always say we're smarter now than we were back then," he said. "You learn every time you do something, and we're still learning. And that's kind of the fun part of game development. That it's not an exact science."


ESO's success story is a testament to the power of community, adaptability, and a willingness to evolve based on player feedback. As it continues to grow and attract new players, ESO remains a unique and enduring presence in the world of online multiplayer games.

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