Screenshot: GamesHubįor the ZeniMax Online Studios team, it was likely difficult to see what The Elder Scrolls Online would look like, ten years down the track. That’s largely thanks to its sense of freedom and adventure, an expanding array of rewarding worlds to explore, layers of new lore, multiplayer dungeon crawls, and dense, cinematic storytelling that has massively expanded the world of the game. It was relaunched in 2015 with many of these concerns addressed, and in recent years, has risen to become one of the most consistently popular MMORPG experiences. Players enjoyed its approach to lore and worldbuilding, but frequent criticism was lobbed at its level caps, cloistered exploration, and economic model. When the Elder Scrolls Online first launched in 2014, it was a subscription-only game with a lukewarm reception. “But there are definitely other games that I’ve worked on in the past that are like, ‘when it’s done, it’s done’ and I never want to play them again … With ESO, for whatever reason, I still play it – I play it online, I play it with my friends … it’s just so fun … it kind of always stays fresh, which is nice.” Celebrating a blockbuster era “I haven’t experienced yet on The Elder Scrolls Online,” Lambert said. Speaking to GamesHub ahead of tenth-anniversary celebrations for the title, he remained bright-eyed about what’s to come, and the long journey it’s taken to get here. The Elder Scrolls Online (ESO) creative director Rich Lambert has been working on the evolving MMORPG in some capacity since 2007 – and he’s not bored yet.
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