ZeniMax Online has recently started its celebration of the 10th anniversary of Elder Scrolls Online with an event in Amsterdam, Netherlands.
Bethesda kindly invited and arranged for Wccftech to attend the celebration event, which was mainly centered on the upcoming Gold Road Chapter due to launch in June for PC/Mac (where the game is also now playable via GeForce NOW) and consoles. While we previously covered the finer details of Gold Road's main feature, the Scribing system, here's a full transcript of the one-on-one chat I had with Elder Scrolls Online Creative Director Rich Lambert during last week's event in Amsterdam.
Related Story Elder Scrolls Online: Gold Road Hands-on with Scribing and Q&A with Rich Lambert
I think the main thing we have to discuss at first is the 10 years. How does it feel? I remember pre-ordering the game when it was first announced.
Yeah. It's remarkable, and it doesn't feel like 10 years, it feels like almost yesterday. Because we've been going nonstop since then, but it's also kind of remarkable when you think about that I've been on this game since 2007. Matt's been working on this game since 2007. And that is kind of even scarier because that's 17 years working on The Elder Scrolls Online.
Again, doesn't feel like it's been 17 years, but it's really cool. There's not a lot of games out there that have made it to 10 years live and been successful. We've been super successful, and we have this crazy, cool, vibrant community, and that's just awesome to be a part of.
Talking about the history of Elder Scrolls Online, obviously, the launch wasn't as smooth as it could have been.
I suppose you could say that.
Well, it was probably the way people went into it. I know that, before I did any writing and knew as much about the games industry, I just came into it thinking, right, I'm going to be playing Elder Scrolls, but it's going to be with other people. But then you learn an online experience can't be the same as a single player. How have you developed the game into making it into what it is today, and how has that been a process for the studio?
Launch was kind of this weird hybrid of an online game and an Elder Scrolls game. We were right in the middle, but we didn't do either one particularly well. We had to figure out what we wanted to make, what we would have. Ultimately, what we decided on was it's Elder Scrolls first. As soon as we made that decision, that solved a lot of the, well, what about this? What about that? What about this kind of stuff? It was like, is this Elder Scrolls? Yes. Then we go that way.
How do we make Elder Scrolls Online? That really was the biggest core pillar change for us. It's Elder Scrolls first. That just really started nailing things down.
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