Elder Scrolls Online Devs Admit Hard Road After Layoffs
!games@lemmy.world The Elder Scrolls Online is still running, but its developers are unusually candid about how hard the past months have been. Speaking to PC Gamer, the ZeniMax team admitted the studio hasn't fully recovered from this spring's layoffs, the losses still sting, and the road ahead will be difficult. MMO studios usually talk about the next expansion. This one is talking about survival.
The scale of the cut is striking. Microsoft let go 213 employees from ESO, a game that was neither struggling nor unprofitable. By most measures it was popular and commercially successful, exactly the kind of project a publisher would be expected to protect. Well into autumn, developers say the effects are still being felt.
The clearest consequence for players is the schedule. According to Giacomini, who spoke for the team, a large share of the updates planned for 2026 has been pushed into 2027. ZeniMax had to rebuild its roadmap from scratch around a smaller headcount. For an MMO that lives on a steady rhythm of new content, that matters. When the cadence slows, some players wait, some drift to other games, and some never return.
Giacomini still struck an optimistic tone, insisting the team isn't just putting out fires: "We very much have an eye toward the future and how to continue to grow and excite players in this game." The gap between that ambition and the reality of a thinner studio working with limited resources is the heart of the story.
The bigger worry reaches beyond Tamriel. If a profitable, well-loved game can lose 213 people in one go, commercial success is no longer a reliable shield for live-service teams. Other long-running titles are also in flux, from Bungie insisting Destiny 2 isn't finished to Jagex planning to purge microtransaction items from RuneScape. The open questions are whether ZeniMax will publish a clear timeline for the delayed content, and whether a reduced team can keep a steady update pace or will mostly focus on keeping the lights on.
What does it mean for the genre when even healthy live-service games aren't safe from deep cuts, and would you stick with an MMO through a year of slower updates?
https://gampcc.online/2026/09/29/elder-scrolls-online-devs-admit-hard-road-after-layoffs/
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