
ESO Developer Deep Dive—Designing Tamriel’s Bosses, Part 1
“We’re building an experience. The boss should inhabit the space and the space should inhabit the boss. They should kind of meld together if done correctly.”
ESO Developer Deep Dive—Designing Tamriel’s Bosses, Part 2
“If we really want to challenge our best players in the Hard Mode, it can’t just be a numbers game. The fact that the boss hits harder or has more health is a part of it, but we also like to add a unique challenge that throws that extra plate in there (or sometimes two) to see if they can manage everything that’s going on.”


ESO Developer Deep Dive—Designing Tamriel’s Bosses, Part 3
“And as we’re playing these encounters, we’ll often identify an ability that needs more work and clear the runway for it. If you’ve got a big ability that’s important, we want to highlight it, so we’re going to tune the fight and say, “Okay, let’s cut this out for now and just focus on this one important mechanic.” And when that moment is over and we’re done tuning, we resume working on the rest.“
5 Quick Developer Tips for the Infinite Archive
“The main thing to watch out for is using a pure glass cannon build. Because while your damage output may be great, the maligraphies in the Archive may just shatter you before you shatter them.”


Season Zero Preview—Night Market Event Zone
“It’s similar to the challenge of a dungeon, but unlike a dungeon, it’s not just your group fighting to survive and collect loot. So, imagine running a dungeon and being able to high-five another group as they pass by. Or your group rushes in to save someone in over their head with a tough boss battle. It’s more dynamic and social in that regard.”
