Kinda Funny Gamescast: Video Game Podcast
Episode: Elder Scrolls Online's Rough Launch, Second Chances
Release Date: April 25, 2025
Introduction and Context
In this episode of Kinda Funny Gamescast, the hosts—Greg “GameOverGreggy” Miller, Blessing Adeoye, Mike (the master of hype), and game director Rich Lambert—dive deep into the tumultuous early days of Elder Scrolls Online (ESO). They explore the game's challenging launch, the subsequent community backlash, and the steps taken to turn the situation around.
Greg Miller opens the discussion with a light-hearted exchange about their T-shirts and tattoos, setting a casual tone before delving into the more serious aspects of ESO's development and release.
Development Challenges and Design Decisions
The conversation begins with Matt Fyroar introducing his leg tattoo—a symbol of ten years of storytelling in ESO—and emphasizing the importance of not underestimating community engagement.
Matt Fyroar [02:23]:
"It's 10 years of stories of telling the game and it's full sleeve and it, I don't know that it was a lesson learned, but don't challenge your community anything to anything you're not willing to do."
The hosts discuss the impact of Skyrim on ESO's development. Originally titled Elder Scrolls Origins, the game was renamed to avoid confusion post-Skyrim's success and to clearly position ESO as the MMORPG entry in the series.
Mike [05:43]:
"We changed it to Elder Scrolls Online to make sure no one was confused and knew it was the multiplayer Elder Scrolls game."
Launch Issues
ESO's launch was marred by significant technical difficulties. The game experienced server overloads, leading to login queues that frustrated millions of eager players. Despite extensive beta testing with 150,000 participants, the team underestimated the sheer volume of concurrent players.
Mike [11:43]:
"We had console launch concurrency peaks of 500,000 players, which was unheard of at the time."
Additionally, the initial subscription model faced backlash. The decision to require a subscription was influenced by industry standards set by giants like World of Warcraft and Star Wars: The Old Republic. However, as the gaming landscape shifted towards free-to-play models, ESO struggled to align its business strategy with player expectations.
Community Feedback and Criticism
Post-launch, ESO faced a wave of negative reviews and community backlash. The feedback was a mix of unfair criticism and valid concerns, leading to a challenging environment for the development team.
Matt Fyroar [29:17]:
"Many people at that point had put seven years of their lives into this and then, you know, you get this really weird mixed feedback and it's hard to not take it personally."
The team had to navigate through this criticism by differentiating between destructive hate and constructive feedback, focusing on the latter to guide future improvements.
Post-Launch Improvements
To address the issues, Rich Lambert and the team embarked on a mission to make ESO more aligned with the Elder Scrolls legacy. This involved enhancing the game's questing system, improving social interactions, and ensuring that content felt expansive and engaging.
Mike [21:59]:
"Players wanted to log into the game, create a character and just do whatever the hell they want... we didn't have enough of those things."
One significant update was Orsinium, ESO's first major DLC, which introduced a level-scaling system that allowed players of varying levels to enjoy content together without the constraints of traditional leveling.
Matt Fyroar [58:35]:
"We were really nervous about that. And it turns out gamers are just gamers and they can do anything with whatever."
Shift in Business Model
A pivotal moment came with Update 6 on March 16, 2015, when ESO transitioned from a subscription-based model to a free-to-play system with optional microtransactions. This shift was crucial in revitalizing the game's player base and aligning with contemporary gaming trends.
Mike [45:29]:
"We introduced microtransactions for convenience and customization only. You can't buy your way to success."
This change not only improved accessibility but also enhanced player satisfaction by allowing more freedom in how they engaged with the game without feeling pressured to spend beyond their means.
Console Launch and Subsequent Success
Following the successful overhaul, ESO launched on consoles, tapping into a broader audience. The collaboration with Iron Galaxy ensured that the console version was optimized and free from the issues that plagued the PC launch.
Matt Fyroar [37:56]:
"We were really, really nervous about that. And it turns out gamers are just gamers and they can do anything with whatever."
The console launch was met with enthusiasm, leading to exponential growth in concurrent players and monthly active users.
Greg Miller [50:30]:
"3 million new players in two months. 2.7 MAUs. And $230 million in revenue."
This period marked ESO's recovery, proving that with the right adjustments and responsiveness to player feedback, the game could achieve significant success despite a rocky start.
Future Plans
As the episode concludes, the hosts hint at forthcoming content and expansions, including a focus on Morrowind, drawing parallels to ESO's journey of learning and adapting.
Mike [69:36]:
"Todd Vaughn's the VP of Product development at Bethesda. He was like, now that you have all this great stuff, you should actually cash in on the nostalgia."
The anticipation builds for the next episode, where they plan to explore the secrets of Tamriel and the ongoing evolution of Elder Scrolls Online.
Notable Quotes
-
Matt Fyroar [02:23]:
"Don't challenge your community anything to anything you're not willing to do." -
Mike [05:43]:
"We changed it to Elder Scrolls Online to make sure no one was confused and knew it was the multiplayer Elder Scrolls game." -
Mike [11:43]:
"We had console launch concurrency peaks of 500,000 players, which was unheard of at the time." -
Matt Fyroar [29:17]:
"It's hard to not take it personally." -
Mike [21:59]:
"Players wanted to log into the game, create a character and just do whatever the hell they want... we didn't have enough of those things." -
Mike [45:29]:
"We introduced microtransactions for convenience and customization only. You can't buy your way to success." -
Greg Miller [50:30]:
"3 million new players in two months. 2.7 MAUs. And $230 million in revenue."
Conclusion
This episode provides an insider's look into the challenges faced by Elder Scrolls Online during its early days, highlighting the resilience and adaptability of its development team. From overcoming technical hurdles to pivoting business models in response to player feedback, ESO's journey underscores the importance of community engagement and continuous improvement in the ever-evolving landscape of MMORPGs.
For those interested in the intricate dynamics of game development and community management, this episode offers invaluable insights into turning a rough launch into a flourishing success story.
