Fresh off EA and BioWare completely screwing up with Dragon Age: The Veilguard, a massive financial disaster that shoves modern identity politics into a fantasy world of magic and dragons, breaking immersion at every turn with dialogue options for players to assert their transgender identity and even forcing cutscenes on non-binary issues and misgendering, Bethesda and ZeniMax seem eager to jump on the bandwagon.
Elder Scrolls Online‘s director, Bill Slavicsek, has now stepped up to defend the game’s latest addition: in-game companions who identify as non-binary.
The Elder Scrolls Online Update 44 introduces Tanlorin, the game’s first non-binary companion, a High Elf voiced by activist Vico Ortiz. Tanlorin, an outcast among its own kind, arrived with Update 44 on October 28 for PC and Mac players, with a console release set for November 13.
Since ZeniMax revealed Tanlorin in September, fans have voiced strong backlash, especially around how non-binary identity feels out of place in The Elder Scrolls universe.
In a world where magic exists and physical transformation is possible, the need for concepts like “non-binary” feels out of step with the setting. In Tamriel, where potions and spells could theoretically alter one’s appearance or even sex, how characters might think about gender could be vastly different than in our world.
In such a context, labels around gender identity wouldn’t carry the same meaning, they’d likely be redundant, given the malleable nature of existence itself.
For many, video games are a form of escapism, a way to step outside of the real world and dive into realms where reality’s constraints don’t apply. In fantasy worlds, there’s an expectation of imaginative freedom where players don’t have to encounter real-world social and political issues.
Instead, players can immerse themselves in societies and cultures that operate under entirely different rules, leaving behind the everyday to embrace the fantasy.
Fantasy games often center on creating unique cultures, histories, and characters that fit within the carefully crafted lore of their worlds. When modern concepts like non-binary gender identities are introduced, it can feel disruptive to the immersive experience, especially if characters use terminology that feels rooted in contemporary reality.
This language often stands out, clashing with the world’s tone and making the dialogue feel stilted or out of place. When a character in a medieval fantasy setting, for example, introduces themselves as non-binary, it can come across as awkward and performative, interrupting the flow of an otherwise engaging world.
In these fantasy realms, characters defy real-world conventions with magic, mythical creatures, and epic quests. Social identities, too, would naturally evolve with the values and customs unique to these worlds, influenced by magic and lore rather than contemporary labels.
By developing culturally rich, lore-friendly characters, game creators can maintain the immersive escapism that draws players in. In The Elder Scrolls, a world steeped in distinct races, regions, and traditions, there are countless organic ways to explore complex identities without mirroring real-world terms. This approach allows players to stay fully immersed, respecting the unique context and rich lore that give these worlds their charm.
As a consumer, I ultimately have the freedom to decide where I put my money, but it’s jarring to see the gaming industry shift under corporate-driven diversity and inclusion agendas that prioritize quotas over fun, creativity and enjoyment. Companies across the board appear fixated on embedding these values not only in their hiring but also in their products, influenced by firms like BlackRock pushing their own behavioral expectations.
As a result, gaming studios once celebrated for their quality and creativity now seem to be staffed by people more focused on advancing a narrow agenda than on making games people enjoy, leading to content that panders to a small audience while alienating long-standing fans.
ZeniMax’s Project Narrative Director, Bill Slavicsek, sees the backlash against these inclusions in The Elder Scrolls Online as misplaced, according to a recent interview with TheGamer.
This outlet, one of many championing an apparent agenda, has often highlighted stories of identity-based diversity over other aspects of gaming.
Slavicsek argued that the Elder Scrolls universe has always supported representation, framing the arrival of Tanlorin, a non-binary character, as a continuation of that legacy. “We have mixed marriages and gay and lesbian characters in abundance throughout the game,” he noted, justifying the decision by saying that Tamriel “represents all possibilities” and is intended to mirror the real world.
Bill Slavicsek’s claim that The Elder Scrolls universe has always prioritized real-world representation misses some essential elements of how fantasy worlds like Tamriel are created. While The Elder Scrolls series does feature diverse races, cultures, and relationships, this diversity is woven into the fabric of Tamriel through its own lore and doesn’t seek to mirror contemporary identity politics.
Representation in Tamriel is rooted in the fictional customs, religions, and histories unique to its various races, like the Dunmer, Khajiit, or Nords rather than adopting modern social concepts for their own sake.
In The Elder Scrolls, diversity serves to build the setting’s depth and authenticity, tied to specific conflicts, alliances, or customs of different regions rather than reflecting real-world social issues. Interracial dynamics in Tamriel, for example, aren’t analogs for our own racial issues; they’re based on ancient rivalries or historical tensions that are integral to the lore.
This internal logic is part of what makes Tamriel’s world so immersive, it’s self-contained and doesn’t rely on our present-day terms or labels. Introducing a “non-binary” label in this context is out of place because it draws from contemporary language, which doesn’t necessarily fit the worldview or understanding of identity in a setting governed by magical transformations, fluid identities, and unique racial norms.
Slavicsek’s view that Tanlorin “fits” within The Elder Scrolls lore and that any criticism of this addition is simply “wrong” has faced backlash, particularly as Tanlorin is the first character in the franchise to be labeled “non-binary.”
Labeling critiques as “bigotry” is an oversimplification, especially when players are concerned with preserving immersion in a setting that has long existed within its own carefully crafted world, not one aligned with present-day politics.
This shift is aimed at pushing modern political agendas and enforcing a mandate on diversity and inclusivity, which often manifests through the expansion of same-sex relationships in storylines, as well as the prevalence of transgender and non-binary characters. It always starts small and then takes center stage if left unopposed.
Just like Bethesda has seriously damaged its credibility with Starfield, a space exploration RPG that features pronouns and predominantly brown NPCs, it’s evident that continuing either the Fallout franchise or The Elder Scrolls is likely to drift even further from earlier installments. This artificial push for diverse characters to be “represented” in these established franchises aligns with modern industry trends toward inclusivity initiatives, regardless of whether it undermines the original spirit of the franchises and erodes the immersive escapism these games once provided.
As The Elder Scrolls continues to decline, it’s apparent that Bethesda and ZeniMax are moving toward more overt inclusivity. Many fans are concerned that this will lead to a further departure from the grounded, lore-rich worlds that initially captivated audiences, with worries that future titles may prioritize modern messaging over the deep fantasy immersion that once defined the series.