My name is Rich Lambert and I’m the Creative Director for The Elder Scrolls Online. As the Creative Director, I work with all the teams to develop all new content and features for the game.
Morrowind is the next Chapter in ESO. “Chapter” is the best way to explain it, as “expansion” suggests to most people that it’s only for max-level players. That’s not how ESO works, though, especially since we released One Tamriel and removed all the arbitrary barriers to exploration. You can go to any zone at any level now, and play with anyone regardless of their level or alliance. Morrowind continues along that path and is accessible to everyone – new or existing players alike.
Well, I was part of the decision-making process – but when we were discussing where to go next, Morrowind was definitely the clear favorite for us. It’s a place we’ve always wanted to return to as we did parts of the mainland of Morrowind at launch, but not the island of Vvardenfell. We put a lot of pressure on ourselves to make sure we did Vvardenfell justice. It’s the crown jewel of the Elder Scrolls series, and the game that really put Elder Scrolls on the map.
Yep – I spent a lot of time in Morrowind back then. It was the first game that made me want to upgrade my computer so I could play it at the highest settings.
That worked back in the day, but that isn’t how we do things in ESO. You can quickly regenerate your health and spend your skill/attribute points on the fly.
Our initial goal was to find the right mix of new versus nostalgia. We knew we had to make sure Vvardenfell felt familiar for those who played it 15 years ago, but at the same time, we wanted to put our own spin on things. A lot can change in 700+ years!
Believe it or not, many of us actually played Morrowind way back when. That said, we did go back and play through things again to make sure we hit on all the major locations. The Art team, especially, spent quite a bit of time running through the world to ensure our version of the island felt the same as the one in TES III.
Outside of the technical challenges – this is the largest zone we’ve ever built so far – I’d say the greatest challenge was making sure we stayed true to ourselves and told our own stories. We didn’t want to rehash old stories or try to lead into the tales already told in TES III.
Battlegrounds are a new PvP mode introduced with Morrowind. Like you mentioned, it features small-scale, team-based PvP, 4v4v4 where each game mode has unique objectives. The maps are much smaller, enclosed spaces that are designed so that it’s easy to find other players quickly and keep the pace of play fast. Games last a maximum of 15 minutes, and each mode (Deathmatch, Capture the Flag and Domination) has a leaderboard.
Not initially, no. Tournaments or ranked play is something we’re interested in, though, and have begun talking about internally.
There are leaderboards for each game mode, yep.
Our focus for this chapter was on Battlegrounds, so no, there aren’t any new major features for Cyrodiil.
We have a few quality of life additions coming for guilds in the update after Morrowind. We will have more info on those soon.
Morrowind is the largest zone we’ve built to date. It’s about 40-50% larger than Orsinium.
Halls of Fabrication is the new 12-player Trial. It’s one of the most technically challenging Trials to date, where the focus is more on teamwork and coordination and less on pure damage.
The team went to great lengths to recreate the island of Vvardenfell as closely as possible – there’s tons of locations to explore and there are a number of nods to TES III scattered around if you look hard enough.
I’d just like to say that the team had a ton of fun working on Morrowind and we’re really proud of the results. We’ve enjoyed seeing players running around and experiencing the content!