Episode Summary: "What Was Cut from the Elder Scrolls Online"
Podcast: Kinda Funny Gamescast: Video Game Podcast
Hosts: Greg “GameOverGreggy” Miller, Snowbike Mike, Rich Lambert, Matt Firor
Release Date: May 9, 2025
1. Introduction to the Limited Series
In this third episode of the four-part limited series focused on The Elder Scrolls Online (ESO), hosts Greg Miller, Snowbike Mike, Rich Lambert, and Matt Firor delve into the intricate development process of ESO, particularly highlighting the features and elements that were ultimately cut from the final game.
2. Revisiting the Development Process
a. Initial Vision and Whiteboard Sessions
The discussion kicks off with an exploration of ESO’s foundational planning stages. Matt Firor explains how the team began by establishing the "virtual world" concept, focusing on what players should achieve within the game before delving into specific intellectual properties (IPs):
"When is it? And as that starts to materialize and starts to gel, then you start digging into okay, well in this particular province, Hieroc, right?"
[04:42] Matt Firor
This approach allowed the development team to organically build the game's story and mechanics based on the regions and alliances crafted during these initial brainstorming sessions.
b. Balancing PvP and Zones
A significant pillar for ESO was its PvP system. Matt elaborates on choosing a three-sided PvP model inspired by Dark Age Camelot, which promotes ongoing conflict without one side dominating permanently:
"A three-sided PvP, it can go on forever."
[06:10] Matt Firor
This decision led to defining three distinct alliances: The Pact, The Alliance, and The Dominion, each with unique characteristics and motivations, laying the groundwork for dynamic player interactions.
c. Story and Character Creation
Rich Lambert discusses the organic development of characters within ESO, emphasizing the importance of narrative coherence and engaging storytelling:
"Characters just start to organically happen."
[10:53] Rich Lambert
The inclusion of notable characters like Cadwell, voiced by John Cleese, showcases the team's commitment to integrating high-profile talent to enhance the storytelling experience.
3. Challenges and Decisions in Development
a. Features Cut from ESO
Greg Miller sheds light on several ambitious features initially planned but ultimately omitted due to time and resource constraints. Housing was a prominent feature that was cut, leaving the team to later recognize its popularity among players post-launch.
"Housing was an original feature we had to cut."
[12:35] Greg Miller
b. Balancing Classes and Mechanics
Balancing the diverse classes and their abilities posed a continuous challenge. The team aimed to provide flexibility, allowing players to create unique character builds while ensuring no single class became overpowered.
"We're taking skill lines that were balanced and mixing them with other skill lines."
[58:38] Matt Firor
c. Starter Zones Revamp
A significant portion of the conversation revolves around the decision to revamp starter zones after a decade of ESO’s existence. The original starter zones were updated to match the game's matured art and design standards, enhancing the onboarding experience for new players.
"We started digging into what that meant and we looked at everything."
[38:25] Greg Miller
4. The Role of Leadership and Team Dynamics
a. Robert Altman's Influence
Matt Firor pays homage to the late Robert Altman, founder of ZeniMax Media, highlighting his pivotal role in steering the company's vision and fostering a supportive work environment:
"His superpower was he made you feel like you were always heard."
[26:33] Matt Firor
Robert’s leadership emphasized the importance of creating great games over chasing profits, a philosophy that deeply influenced ESO’s development ethos.
b. Team Collaboration and Mentoring
The collaborative spirit within the ESO development team is evident as Matt and Rich discuss how mentorship and open communication helped navigate challenges and iterate on game features effectively.
"We're very happy that it is [housing]."
[61:28] Matt Firor
5. Community Impact and Player Behavior
a. Player-Driven Content
The hosts acknowledge the unpredictable nature of player behavior and its impact on game design. Features like housing, not initially intended as major endgame content, became beloved aspects driven by the community's engagement.
"What I usually say, so I'm going to do it on this one... we've made a virtual world where different activities are valid and fun."
[61:53] Matt Firor
b. Housing and Endgame
Housing emerged as a significant endgame activity, surpassing the original expectations of the developers. This shift underscores the importance of adaptability in game development to cater to evolving player interests.
6. Collaborations with Voice Actors
The episode highlights ESO’s collaboration with renowned actors like John Cleese, Kate Beckinsale, Troy Baker, and Laura Bailey, enhancing the game's narrative depth and character authenticity.
"We financed a week of John Cleese vacationing in Morocco."
[51:23] Matt Firor
These partnerships not only elevated the game's storytelling but also added layers of immersion and engagement for players.
7. Technical Aspects and Engine Development
Matt discusses the transition from licensing a game engine to developing ESO’s proprietary engine, enabling greater flexibility and scalability across different platforms.
"Our client was specifically designed for scalability."
[37:01] Matt Firor
This technical evolution allowed ESO to maintain high visual fidelity while optimizing performance for both high-end and low-end devices.
8. Future Plans and Upcoming Updates
Looking ahead, the team teases upcoming updates, including the "Seasons of the Worm Cult," a direct sequel to ESO's main story. They discuss the introduction of large-scale events like the Soul Wall, which aims to unify players in tackling significant in-game challenges.
"The Soul Wall is this giant wall of soul magic that is separating the western and eastern halves of Solstice."
[41:38] Greg Miller
9. Conclusion
As the episode wraps up, the hosts emphasize the importance of community feedback and continuous iteration in ESO’s ongoing development. They express excitement for future episodes that will delve deeper into the community-driven aspects of the game.
"If you ask five ESO players to describe the game that they're playing, they will describe five different games."
[61:52] Matt Firor
The discussion underscores ESO’s success in creating a versatile and engaging virtual world that caters to a diverse player base, thanks to the dedicated efforts of its development team and the unwavering support of its community.
Notable Quotes
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Matt Firor [04:42]: "When is it? And as that starts to materialize and starts to gel, then you start digging into okay, well in this particular province, Hieroc, right?"
-
Matt Firor [06:10]: "A three-sided PvP, it can go on forever."
-
Rich Lambert [10:53]: "Characters just start to organically happen."
-
Greg Miller [12:35]: "Housing was an original feature we had to cut."
-
Matt Firor [58:38]: "We're taking skill lines that were balanced and mixing them with other skill lines."
-
Matt Firor [26:33]: "His superpower was he made you feel like you were always heard."
-
Matt Firor [61:28]: "We're very happy that it is [housing]."
-
Matt Firor [51:23]: "We financed a week of John Cleese vacationing in Morocco."
-
Matt Firor [37:01]: "Our client was specifically designed for scalability."
-
Greg Miller [41:38]: "The Soul Wall is this giant wall of soul magic that is separating the western and eastern halves of Solstice."
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Matt Firor [61:52]: "If you ask five ESO players to describe the game that they're playing, they will describe five different games."
Conclusion
This episode provides an in-depth look into the behind-the-scenes decisions and creative processes that shaped The Elder Scrolls Online. From initial conceptions and character development to technical challenges and community impact, the hosts offer valuable insights into what was cut and why, illustrating the complexities of developing a long-standing MMO. Notably, the episode honors the legacy of Robert Altman, underscores the importance of player-driven content, and highlights the continuous evolution of ESO through both developer and community collaboration.
