Wayward Radio: The Official Wayward Realms Podcast
Sep 29, 2026 · 1 hr 51 min · 12 segments
This month marks 30 years since the release of The Elder Scrolls II: Daggerfall and we are joined by members of the original dev team to celebrate! Join us for a discussion on how the game came to be…
Bruce NesmithGuestMark JacksonGuestHal BomaGuest
Ted PetersonGuestKaur SisingGuestKurt KuhlmanGuestWell, let's start from the beginning, guys.
So Arena was a success.
Eventually.
Well, that's kind of the thing is eventually, yeah, it did eventually become a success.
And kind of the same thing for Daggerfall, from what I understand, you know.
But what I want to know is when Arena came out, it eventually became a success.
So how did a sequel eventually become to get greenlit? You know, was it immediate? No, for sure not.
no for sure not okay ted tell tell us how did how did this come about how did that i

don't know how it came about but i do know that it was not immediate success like that it was a thing that they had to think about and figure out you know like make the money make sense
If it was that hard to get a sequel off the ground, you know, just the concept of like, you know, do we even want to do this from like a management standpoint? You know, I got to wonder, like, why did they even bother to try? What do you think? And this goes out to, you know, to anybody, what do you think they saw in Arena that said, like, let's, it might be risky, but let's give it a try?
It was kind of like a slow start, slow long start, where I think Julian and probably UTEP was working a bit on the concepts way before there was actually a formal team.
Was there hesitancy at Bethesda to get it off the ground once they said, like, all right, let's do it? Like, were some of the teams thinking, like, I don't know if I want to be a part of this team? Or was there excitement, hesitancy?
I'll chime in there, just given the time of when I joined, because I joined maybe four months after Arena.
So when I first joined, I was actually helping close out things on Arena and doing producer stuff on Arena.
Julian was starting to toy with some programming, but there were no artists dedicated to it when I first came on.
Well, let's start from the beginning, guys.
So Arena was a success.
Eventually.
Well, that's kind of the thing is eventually, yeah, it did eventually become a success.
And kind of the same thing for Daggerfall, from what I understand, you know.
But what I want to know is when Arena came out, it eventually became a success.
So how did a sequel eventually become to get greenlit? You know, was it immediate? No, for sure not.
no for sure not okay ted tell tell us how did how did this come about how did that i

don't know how it came about but i do know that it was not immediate success like that it was a thing that they had to think about and figure out you know like make the money make sense
If it was that hard to get a sequel off the ground, you know, just the concept of like, you know, do we even want to do this from like a management standpoint? You know, I got to wonder, like, why did they even bother to try? What do you think? And this goes out to, you know, to anybody, what do you think they saw in Arena that said, like, let's, it might be risky, but let's give it a try?
It was kind of like a slow start, slow long start, where I think Julian and probably UTEP was working a bit on the concepts way before there was actually a formal team.
Was there hesitancy at Bethesda to get it off the ground once they said, like, all right, let's do it? Like, were some of the teams thinking, like, I don't know if I want to be a part of this team? Or was there excitement, hesitancy?
I'll chime in there, just given the time of when I joined, because I joined maybe four months after Arena.
So when I first joined, I was actually helping close out things on Arena and doing producer stuff on Arena.
Julian was starting to toy with some programming, but there were no artists dedicated to it when I first came on.
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