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We Talk To Elder Scrolls Online’s Creative Director About Gold Road And The Future
In 2014, Bethesda released the Elder Scrolls Online to indifference and mild fanfare. Given that it was a triple-A level paid mass multiplayer online role-playing game with a subscription service, most fans of the genre would rather play World of WarCraft and Final Fantasy XIV: A Realm Reborn.
Thankfully, ESO changed up their payment model and gameplay structure in mid-2015. And wouldn’t you know it: it’s one of this generation’s long-standing MMORPGs that’s just getting bigger and better thanks to its hardworking team open to improving the game and its long-standing community. Kakuchopurei’s Australian correspondent Dhayana “MissDeusGeek” Sena talks to ESO’s Creative Director Rich Lambert about his 17-year career with games and its future while at this year’s PAX Australia event.
Dhayana: On a personal note, how are you enjoying your time in Melbourne?
Rich Lambert: It’s been great! I arrived last Sunday, so I’ve had some time to explore. I visited the ACMI Museum, which was fantastic. My favourite part of events like this is finding the indie section to see the creativity up close.
Dhayana: Seventeen years is a long time to dedicate to one game. How did your journey with Elder Scrolls begin, and how has your career evolved over that time?
Rich Lambert: I actually started at Bethesda Game Studios before Zenimax Online existed. I worked on Oblivion and Fallout 3 as a producer. When Zenimax Online was formed, Todd Howard suggested I’d be perfect for the MMO project, so I moved over and worked my way up. I started as a producer, then became the lead dungeon designer, then lead content designer, and eventually the Creative Director 10 years ago.
It’s been a wild ride, but I love it.
Dhayana: Would you say you’re happy with your current role, or do you have other aspirations?
Rich Lambert: I really love what I do. Every day is different—some days it’s marketing, other days it’s community or development challenges. Plus, I get to represent the studio at events and connect with our community, like here in Australia. It’s a pretty amazing job.
Dhayana: ESO launched in the shadow of popular Elder Scrolls titles like Oblivion and Skyrim. Did you feel any pressure, and how did you manage it?
Rich Lambert: Definitely! When Skyrim launched, we realized our game looked very different in comparison. It was more traditional for an MMO—walls of text, a focus on performance over visuals. Skyrim made us take a step back and rethink things. We transitioned to fully voiced dialogue, simplified the UI, and focused on immersing players in the world, not just the game’s interface. It was a massive shift that really helped set ESO apart.
Dhayana: Looking back, is there anything you’d change about ESO if you could?
Rich Lambert: Hindsight is 20/20, right? There were hard choices and painful lessons along the way, but I wouldn’t change much. Those experiences brought us to where we are now, and I think we’re in a great position because of them.
Dhayana: The Elder Scrolls community is very passionate. How do you balance fan feedback with the game’s development goals?
Rich Lambert: We really value our community, and they play a huge role in what we do. We categorize players by different archetypes, like solo PvE players, PvP fans, housing enthusiasts, and so on. Each year, we try to deliver something meaningful for each group. It helps us cover different interests and keep everyone engaged.
Dhayana: With ESO’s long lifespan, how do you cater to both seasoned players and newcomers?
Rich Lambert: That’s definitely challenging. We’re great at adding depth, but we sometimes overlook how overwhelming it can be for new players. Veterans figure things out quickly, but newcomers might feel lost without a bit of guidance. That’s something we’re actively looking to improve.
Dhayana: What advice would you give to a new player just starting with ESO?
Rich Lambert: My advice would be to enjoy the journey. There’s no wrong way to play ESO—pick a direction and explore! And don’t stress about decisions; you can change your character’s build anytime, so experiment and have fun with it.
Dhayana: What if someone’s coming from a very different genre, like first-person shooters? Would your advice differ?
Rich Lambert: Not really! Our combat might feel familiar to FPS players because it’s action-oriented with real-time mechanics like dodging and blocking. They’ll probably adapt quickly and, as with anyone, I’d encourage them to explore and play however they like.
Dhayana: Are there any new technologies or trends in gaming that excite you for ESO’s future?
Rich Lambert: Definitely. I’m excited about how accessible games have become across different devices—handhelds, phones, laptops. This portability fits perfectly with ESO’s “play however you want” philosophy. Without giving too much away, we’re always exploring new ways for players to engage with the game wherever they are.
Dhayana: Do you still find time to play video games yourself?
Rich Lambert: Absolutely! I’m a huge gaming nerd. I play ESO regularly, but I also love diving into other games. Seeing what other developers are doing and experiencing new ideas keeps me inspired.
Dhayana: Do you have a favourite game of all time?
Rich Lambert: I’d say I have two. Yars’ Revenge on the Atari 2600 was the first game that blew my mind. But if I had to pick an all-time favourite, it would be Final Fantasy 3. I may have skipped a lot of school to play that one—the world-building and storytelling just hooked me.
The Elder Scrolls Online is out now for PC and consoles.
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