Ask anyone to name a successful online multiplayer game and you're likely to get a handful of names in response.But there's another title, celebrating its 10th anniversary this year, that's been a relatively quiet success.
Creative director Rich Lambert and studio director Matt Firor tell BBC Newsbeat the first version of ESO failed to fully land with either Elders Scrolls fans or MMORPG players raised on those titles."We tried to appeal to both, and we didn't particularly meet either of their needs as much as those groups wanted."
"But they also did lots of things that I called virtual world activities. They got together and chatted, they danced and played drums and musical instruments.Matt says this observation made the team realise that what players really wanted was "an Elder Scrolls virtual world where they can establish an identity and go from there".
"That's the hashtag we use, because we're such a big family and everyone's so loving and wonderful," she says. "I haven't really been playing anything else at the moment because I can't be bothered dealing with toxicity." Matt says the game's freeform direction means it has "the opposite problem" to competitors, where newbies are forced to play catch-up with years of past content."If you ask five Elder Scrolls Online players to describe the game that they're playing, you will get five different games described to you," he says.
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