Genre: | Role-Playing Game |
Developer: | Zenimax Online |
Publisher: | Bethesda Softworks |
Release Date: | June 2022 |
This never-before-seen Elder Scrolls world is home to a brand-new Elder Scrolls story which focuses on political intrigue. The lands of High Isle present the perfect getaway destination for alliance delegates to take on peace talks that would put an end to the Three Banners War. While the summit is hosted by the noble Society of the Steadfast, players should beware of The Ascendant Order and their chaotic motives. ESO’s more than 20 million players will experience an island paradise steeped in medieval culture and architecture, complete with magnificent castles and exciting tournament grounds.
A previously unexplored region, the Systres Archipelago takes inspiration from the beautiful, windswept shores of the Mediterranean. Here lies the stunning world of High Isle, home of the Bretons, descendants of both humans and elves. The social elite live in the feudalistic society of Gonfalon Bay, the center point of all political dealings on High Isle. Above all, ruthlessness is a virtue here, so players will have to watch their backs.
High Isle as a new location for an Elder Scrolls game is something we haven’t seen before. Also there seems to be a shift away from world-ending threats, how does that contrast with the nostalgic stuff and big bad enemies?
It's a different kind of challenge. Going back, the nostalgic kind of thing, there are clear guide rails of what you can and can't do. Because those other games are out there. With High Isle we had to figure out all of that stuff. Also, with the last couple of years of stories we wanted to tell one that was different. We wanted it to be less, the world is gonna end and more focused on politics and more grounded in real-world things. Once we figured that out, we started digging into the story in detail. How do we make this different, what are the challenges for this particular kind of story.
Is it easier to have a ‘world-ending’ story, having a big bad villain, or is that a crutch. Creating a more politically driven story, how do you keep that engaging? Are there points of inspiration for High Isle in particular?
The trick is to try to make it feel as interesting and as compelling as “the world is gonna end if you don't do a thing”. I wouldn't say that world-ending plots are a crutch. They are one way to tell a story and instantly everybody understands the stakes. With the story that we're telling this year, it's more about how to get players interested in the story and feel like they're a part of it. There's a bigger focus on characters and character development, interesting characters that make you want to interact with them. And they pull you into the story.