The Elder Scrolls Online's devs are pushing through hard times after layoffs and delays: 'We didn't want to rush to just hit a date'
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This is Terminally Online: PC Gamer's very own MMO column. Every other week, I'll be sharing my thoughts on the genre, interviewing fellow MMO-heads like me, taking a deep-dive into mechanics we've all taken for granted, and, occasionally, bringing in guest writers to talk about their MMO of choice. The Elder Scrolls Online's developers have had a rough couple of years, starting with the scrapping of Project Blackbird in July 2025, which also led to 62 employees being laid off. Then, in July of this year, Xbox's reset tore into the studio's numbers, with a whopping 213 employees laid off from Zenimax Online. Overall, Zenimax Online's dev team dropped by roughly 60% in one year. Which is a terrible blow, given I spoke to its development team back in January and was told it had rallied—and things were, for a while, really looking up. Refreshes to animations, a new seasonal structure, and a heaping help of experimental gameplay. Which made the aforementioned 2026 bloodbath both confusing and deeply disheartening. I spoke with a few developers from the game to check in on how they were doing: "It is challenging," says game director Nick Giacomini, "something like this, it affects us. It affects all of us and the developers at a personal level. So we can't just pretend like it didn't happen and that it hasn't impacted us. We're human. "At the same time, we still love this game. We love our players, and we love contributing to this and continuing to make it exciting, giving players something to look forward to. We're committed to doing so." Giacomini himself dropped a letter to the community back in July, which echoed a lot of that same resolution—while also making the difficult choice to postpone a lot of the game's updates to 2027. "With what happened," Giacomini tells me, "That required us to take a look at schedules, see what's possible, and things needed to shift. And one of the underlying principles with that was that we didn't want to rush to just hit a date, right? "We want [the] player experience to be as rewarding as possible to continue to surprise players and get them excited. And had we rushed it, would have put that at risk. So we wanted to give the team the space to be able to do it right, which necessarily meant pushing dates out for some things." Giacomini says that, despite everything, the studio's not just in damage control mode: "I was just in a meeting earlier today about our plans for the end of 2027 and early 2028. So we're not just trying to figure out what to do now. We very much have an eye toward the future and how to continue to grow and excite players in this game." Loremaster Michael Zenke views it as a means of honoring his colleagues who put in a ton of hard work already to getting ESO back on its feet: "Because ESO is here to stay, because it's not going anywhere, I personally feel like indebted to the people that we worked with, and want to make sure that the vision that they had goes out in the world and lands really successfully with the people that we love and appreciate on the community, and that's that's our long term thing that we're looking at right now." Fortunately, Giacomini says the team has been buoyed by the community's support—and while some have been disappointed by the delays, no real ire's been directed at Zenimax Online itself: "I think our community is certainly one of the best—perhaps I'm a little bit biased—but it's one of the reasons that I love this game … We've had people reach out, we've had people post. "We had a book that was made by our community, and it's now sitting in the office on a desk open right in the middle where everybody can see it … They wrote about what makes Elder Scrolls Online special to them, things that have stood out, and it is extraordinarily heartwarming. And it's just really it's been really incredible how they've supported us through this." Mercifully, it's not like ESO's going to be completely dry before these delays—come September 28, the game'll be getting three new bits of content: The Nowhere Vault, an experimental set of puzzles, mazes, and jumping challenges put in a randomised order, The High Seas of Tamriel, an event that'll see you battling on ships and underwater, and perhaps the most interesting one: rumours. A rumour is a special type of quest that's essentially a scavenger hunt—no quest markers, just hints. Associate game director Jason Barnes says it's designed to pull players out of a streamlined questing experience and into something a touch more immersive: "We all have grown and up in MMOs, and I know probably [for] everyone here, our our time has changed dramatically over the years, but there was this sense of discovery and exploration [back then], and coming across something interesting where you don't really know the answer, no one's pointing to a direction and saying you have to go here or anything like that." That's what rumours aim to do, as Barnes puts it: "You're not playing the UI; you're playing the actual game itself. Early testing and feedback has been very positive. Matter of fact, we've gotten feedback saying 'you need to make them harder, you need to make them more obscure'. So we're like, OK, cool, acknowledged." A lot of these are hold-overs that were in the works before the layoffs of July this year, but still—it's nice to see ESO properly trying to experiment, something Giacomini is pretty key to the game's future. And those experiments have, in his mind, been successful: "Night market is a great example … at first, players didn't quite know what to make of it. They came in and just got steamrolled right away. It was hard content, and so there were a lot of calls for like, 'Oh my god, this is so overtuned. What have you done!' But as time went by they started grouping up and they started enjoying it more … It's one of the few examples that I can think of where we didn't have to go to the drawing board." Despite everything, there's some genuine excitement to be found still among Zenimax's developers: "I'm just really excited," says Zenke, "in general, that we are trying things. We've been making the game now for a very long time, and the way that we made the game and the best practices we developed are all really good … [But] I'm very excited about taking a hard look at like, 'Why do we do this this way? Why is this set up this way?'" I'm not going to sit here and tell you, in this harsh and chaotic industry, that The Elder Scrolls Online is immune to future hardship—almost nothing surprises me anymore. But while it's clear that the one-two suckerpunch of layoffs and restructurings have hobbled Zenimax Online, it's still trying to keep ESO going. And in a genre that's on the ropes, I certainly hope this game can get back on solid ground without further earthquakes. Best MMOs: Most massive
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Originally published at www.pcgamer.com.
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