
So we went through a lot of different back and forth discussions.

We were also trying to figure out how we were going to make ESO on consoles work at that time as well because we were only PC at launch. But it wasn't the game that our fans wanted to play, and that was important. And we kind of went that route, and then we launched the game, as you so astutely noted, it was, yeah. So we're like, "Okay, we'll do this." That decision was made before we even launched. That's what all of the competition we were looking at was doing. The MMO player is typically used to a subscription, so that was easy for us to understand that's just what it was. Rich Lambert: Yeah, I mean, I think the biggest thing is we were, at the time, building a game where we were trying to satisfy both sides of the coin, to satisfy the MMO player but also the Elder Scrolls player. Can you talk a little bit about the choices that led up to the decisions for Elder Scrolls Online's start? Game Informer: The ESO launch was a chaotic one, especially with the premiere pricing. From admitting to the team playing it too safe trying to satisfy two completely different markets, to just plainly stating that the game didn't have an identity, we talked about it all. We sat down with Elder Scrolls Online's creative director, Rich Lambert, to reflect back on the evolution of the MMORPG as we brace for the road ahead with Gates of Oblivion. That work paid off, transforming the MMORPG into a highly successful online experience. Instead of giving up, however, ZeniMax took the Final Fantasy XIV approach, committing to retracing steps, reflecting back on past decisions, and letting creative energy completely loose for future expansions. From a higher-than-average monthly subscription fee (that was fairly quickly revoked) to a bland base story that felt like too much and too little at the same time, there were many reasons why Elder Scrolls Online failed to capture the magic of this beloved franchise. When the game launched, however, it was a convoluted mess.

When The Elder Scrolls Online game was first announced, there was significant interest in being able to enjoy a journey in the world of Tamriel with friends.
