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Bethesda Softworks

Ch. 1 of 8
— CH. 1 · INTRODUCTION —

Contents

Bethesda Softworks

8 sections
  • Bethesda Softworks started on the 28th of June 1986, at the kitchen table of a house in Bethesda, Maryland. Its founder, Christopher Weaver, treated the new company as an experiment. He wanted to learn whether the PC market was a viable place to develop games. He paid for it himself and wrote no business plan.

    Today Bethesda is an American video game publisher based in Rockville, Maryland. It sits inside the Xbox division of Microsoft. That is a long way from a kitchen table.

    How did a division of a consulting firm grow into a publisher that Microsoft bought through its parent company? Who was Weaver, and what did he do before he ever shipped a game? And what threatened the company along the way?

  • Long before video games, Christopher Weaver earned his living predicting how technology would reshape television. After graduate school he joined the American Broadcasting Company, where he wrote memos on how satellites and broadband networks would affect network television. Those memos won him the post of manager of technology forecasting.

    Several national magazines then quoted his articles on the prospects for cabled distribution systems. The National Cable Television Association recruited him, and he created its Office of Science and Technology. There he helped design high-speed data communication systems for several of the association's member companies.

    Weaver later served as chief engineer for the United States House Energy Subcommittee on Communications and Technology. In that job he influenced legislation affecting the telephone, television, and cable industries.

    Alongside this work, Weaver founded VideoMagic Laboratories with a friend from the Architecture Machine Group at the Massachusetts Institute of Technology. The pair wrote a 400-page business plan to commercialize their earlier lab work. Through MIT's Industrial Liaison Office, they met a wealthy family in the electronics industry, and the family supplied venture capital.

    VideoMagic developed several technologies, including location-based entertainment systems. Weaver considered them "radical and cutting-edge", but they reached the market too early and earned little. The funding family had money troubles of its own, so it dropped out and sold off some of VideoMagic's properties.

    In June 1981, after leaving the House subcommittee, Weaver established Media Technology Associates, Limited. It was renamed Media Technology Limited in March 1988. The firm offered engineering and media consulting to private companies and government organizations, with offices in Maryland and New York.

    One collaborator from the VideoMagic days, the electrical engineer Ed Fletcher, would soon point the firm toward games.

  • Ed Fletcher loved American football, and Christopher Weaver did not. At Media Technology, the two men had been making video games for LaserDisc-based systems until that industry crashed in 1984. While they waited for new contracts, the company bought an Amiga personal computer, and they began to experiment with it.

    Fletcher suggested a football game, and Weaver backed the idea despite having no interest in the sport. Fletcher built it at Weaver's house in Bethesda in roughly nine months. It was later named Gridiron!

    Fletcher's first plan used lookup tables that matched a player's inputs to predetermined outcomes. Weaver disliked that approach. At his urging, the two devised a more realistic system based on physics. No artists or animators worked on the project, so the graphics looked weak even by the standards of the time.

    The company also needed a name. Weaver's first choice was Softwerke, but a company in Virginia already used it. Its owner and Weaver agreed to coexist rather than fight over the title, so Weaver switched to Bethesda Softworks. He had also considered a coined name built on the word magic, inspired by a quote from Arthur C. Clarke, but Bethesda Softworks stuck.

    Gridiron! reached shelves later in 1986 for the Amiga, Atari ST, and Commodore 64. The first batch was a few hundred copies handed out in plastic bags. It sold out within a week, which surprised the team. The gaming press scored it respectably.

    Electronic Arts was then working on the first John Madden Football. It hired Bethesda to help finish that game and acquired distribution rights to future versions of Gridiron! By June 1988, no new cross-console version had appeared. Bethesda stopped work on the project and sued Electronic Arts. It claimed that EA had halted the release while folding many of the game's elements into Madden. The case was resolved out of court.

    The early staff included a brief visitor from Hollywood. In the 1980s, Courteney Cox, later known for her role in the sitcom Friends, worked at the publisher for a short time. Former hockey player Bobby Orr reportedly had a hand in a Bethesda game called Slapshot!

  • In 1990, the company left the town it was named for and moved to Rockville, Maryland. That year it also released By Design, a graphic enhancing program. The Terminator for MS-DOS followed in July 1991, timed to the theatrical release of Terminator 2: Judgment Day. It was the first game the company both published and developed from a popular film franchise. By February 1993, the company employed 40 people.

    The Elder Scrolls: Arena arrived in 1994 and became the company's best-known project of the era. It began the Elder Scrolls role-playing series. Programmer Julian LeFay and director and producer Vijay Lakshman were among those who built it. The Elder Scrolls II: Daggerfall followed in September 1996.

    In 1995, Bethesda bought Flashpoint Productions, the developer of Noctropolis, which Brent Erickson had founded in 1992. Bruce Nesmith joined as Senior Producer in July 1995. In August, the company launched its website on the World Wide Web. Two years later, it acquired XL Translab, a Washington, D.C., graphics company that grew out of the Catholic University School of Architecture and Planning. XL Translab had done work for PBS and for Fortune 500 companies, and it was moved to the Rockville headquarters.

    By 1996, Bethesda ranked third in the privately held PC publishing industry, behind LucasArts and Interplay Entertainment. It had 75 employees that year, and revenues reached $25 million by 1997.

    Not every project reached players. From 1994 to 1997, Bethesda developed a space combat game called The 10th Planet with Roland Emmerich's Centropolis Entertainment. Centropolis stopped work because of its commitments to its films, and the game was never released. In June and July 1997, Bethesda announced a partnership with CBS Enterprises to make the first true companion PC games for the television series Pensacola: Wings of Gold. By December 1997, the first CD-ROM game was still in production.

    The Elder Scrolls spin-offs Battlespire and Redguard came out in 1997 and 1998, both built on Daggerfall code. Neither sold as well as Arena or Daggerfall. A downturn in sales hit many of the company's games, and it considered filing for bankruptcy.

    In October 1999, Pete Hines joined to head marketing, which he described as running a one-man band. At the start of his tenure, only around 15 people worked at the Rockville headquarters.

  • In 1999, Weaver and Robert A. Altman formed a holding company called ZeniMax Media. Weaver told the magazine Edge that it was a top-level administrative structure rather than a parent company. He said: "ZeniMax and Bethesda for all intents and purposes are one thing. Bethesda has no accounting department, we have no finance, we have no legal, our legal department and our financial department is ZeniMax, we all operate as one unit."

    According to the designer Bruce Nesmith, Altman cared mainly about Bethesda's web development business at Vir2L Studios, not about making games. ZeniMax acquired Media Technology in July 1999, and Bethesda Softworks was reorganized as a division of ZeniMax. By then the company employed nearly 100 people.

    In 2001, Bethesda Game Studios was established as the development team. That left Bethesda Softworks to handle all publishing operations for ZeniMax Media.

    In 2002, Weaver stopped being employed by ZeniMax. He later sued, claiming that his new business partners had ousted him after he gave them access to his brand. He said he was owed severance pay. ZeniMax filed counterclaims and moved to dismiss the case, alleging that Weaver had gone through other employees' emails to find evidence. An appeal vacated the dismissal, and the parties settled out of court.

    Weaver remained a major shareholder. In 2007 he said he still owned 33% of ZeniMax's stock. In late 2007, Providence Equity bought 25% of the stock, and it took an additional stake in 2010.

  • In 2004, Bethesda acquired the Fallout franchise from Interplay Entertainment and handed the development of Fallout 3 to Bethesda Game Studios. Fallout 3 was released on the 28th of October 2008. Over the following year, five downloadable packs appeared: Operation: Anchorage, The Pitt, Broken Steel, Point Lookout, and Mothership Zeta. Obsidian Entertainment's Fallout: New Vegas was published in 2010, and Fallout 4 arrived on the 10th of November 2015.

    In January 2006, Bethesda acquired the rights to the Star Trek series of video games. The first game it published was Star Trek: Encounters, released in 2006. Between 2004 and 2008, the ZeniMax subsidiaries Mud Duck Productions and Vir2L Studios released four bowling games: AMF Bowling 2004, AMF Xtreme Bowling 2006, AMF Bowling World Lanes, and AMF Bowling Pinbusters!

    The capital from Providence Equity helped fund expansion. In February 2008, ZeniMax Europe opened in London to distribute titles across the UK and EMEA territories under the Bethesda Softworks brand. Publishing offices followed in Tokyo, Frankfurt, Paris, Eindhoven, Hong Kong, Sydney, and Moscow, opening in stages between 2008 and 2018.

    On the 24th of June 2009, ZeniMax Media acquired id Software. Bethesda would publish its titles, including Rage. From 2009 to 2012, the publisher also took on games from independent developers. They included Rebellion Developments' Rogue Warrior, Artificial Mind and Movement's Wet, Splash Damage's Brink, and inXile's Hunted: The Demon's Forge. In the early 2010s, Bethesda published Dishonored, Wolfenstein: The New Order, and The Evil Within.

    The summer of 2015 brought Fallout Shelter, Bethesda's first mobile, free-to-play game. A year later came a reboot of id Software's Doom, which followed several years of development on a failed attempt at a sequel to Doom 3. Later that year, Zen Studios released the Bethesda Pinball collection. It adapted three recent Bethesda games into virtual pinball tables: The Elder Scrolls V: Skyrim, Fallout 4, and the 2016 Doom reboot. Two more free-to-play mobile games based on The Elder Scrolls followed: the card battle game The Elder Scrolls: Legends in 2017 and the first-person role-playing game The Elder Scrolls: Blades in 2019.

    In November 2017, Bethesda backed the new Nintendo Switch with ports of Skyrim and Doom. Fallout Shelter was ported a year later. Pete Hines acknowledged that Prey, Dishonored: Death of the Outsider, The Evil Within 2, and Wolfenstein II: The New Colossus had not sold as well as Fallout and The Elder Scrolls.

    In late 2018, Bethesda announced and released its first massively multiplayer online game, Fallout 76, a prequel to the Fallout series. Reviewers gave it mixed reviews for its poor quality at launch. It was also caught up in other controversies, including problems with tie-in products and a data breach. In 2019, Bethesda announced sequels to Rage and Doom, called Rage 2 and Doom Eternal. Rage 2 was released on the 14th of May.

    In November 2019, Human Head Studios shut down. Bethesda established a new studio, Roundhouse Studios, and offered every Human Head employee a position there.

    Bethesda also released its own application launcher for PC in 2016. Fallout 76 and Fallout Shelter were exclusive to it before they reached Steam. Bethesda shut the launcher down in 2022 after mostly negative reception. PC Gamer wrote: "Bethesda's launcher seems to be designed more as a pretty interface to purchase Bethesda's games than a way of managing them. … the client feels more like a store than anything."

  • In 2001, Bethesda published Echelon in the United States, a game developed by the Russian studio Madia. Madia said that Bethesda had not paid for boxed sales, as the contract allegedly specified. Its developers wrote an open letter detailing the affair, but Bethesda refused to pay, and Madia decided against going to court. Pete Hines, then VP of PR at Bethesda, said that Madia had made misleading allegations about Bethesda's role as publisher in North America. He said Bethesda had no contractual obligations to Madia.

    A report from IGN raised a more serious accusation. It said ZeniMax had purposely failed Human Head Studios' project milestones so that Human Head would go unpaid, letting ZeniMax buy the company at a reduced rate. Arkane Studios was reportedly treated the same way, but it gave in and allowed itself to be bought. According to the report, the failed attempt on Human Head led to the cancellation of Prey 2.

    Bethesda also pressed the developer No Matter Games to rename its game Prey for the Gods as Praey for the Gods. Bethesda felt the original title infringed the trademark of its own game, Prey. Pete Hines, then Bethesda's VP of marketing, said the company risked losing its Prey trademark if it did not request the change.

    In September 2009, Bethesda sued Interplay Entertainment over Fallout trademark infringement. Bethesda had grown unhappy with Interplay's work on a Fallout massively multiplayer online game and had stopped funding it. After a lengthy legal battle, the suit was settled in January 2012. Interplay received a payment, and Bethesda gained the right to develop a Fallout massively multiplayer online game. It also gained the rights to Fallout, Fallout 2, and Fallout Tactics: Brotherhood of Steel after the 31st of December 2013.

    In September 2011, ZeniMax Media filed a lawsuit against Mojang, the developer of Minecraft. The dispute was over Mojang's planned trademark of the title Scrolls for a new digital card game, which sounded too close to The Elder Scrolls. On the 18th of October, Markus Persson announced that Mojang had won the interim injunction, though Bethesda could still appeal. In March 2012, the two sides settled. Mojang would not trademark Scrolls, and Bethesda would not contest Mojang's use of the name, so long as the game did not compete directly with The Elder Scrolls.

    In 2018, Bethesda sued Behaviour Interactive, the company that developed Fallout Shelter. Behaviour had made a tie-in mobile game for the Westworld franchise, and Bethesda said it appeared to copy Fallout Shelter's design. The matter was settled on undisclosed terms, which let Bethesda drop the lawsuit.

  • In March 2020, Bethesda published Doom Eternal for PlayStation 4, Windows, Xbox One, and Google's Stadia streaming service. The game had been delayed for polish after the negative reception of Fallout 76, and it launched soon after the COVID-19 pandemic reached the United States. Retailers such as GameStop began selling physical copies a day early to reduce crowding. A remaster of Doom 64 launched alongside it, both on its own and as a pre-order bonus. It was co-developed by id Software and Nightdive Studios and added a new post-campaign expansion.

    In September 2020, Microsoft agreed to acquire ZeniMax Media for $7.5 billion, gaining ownership of all of Bethesda's development teams. The agreement said Bethesda would keep financing and self-publishing its games, with titles on other platforms decided on a "case-by-case" basis. Bethesda's back-catalog would join Xbox Game Pass, and select future games would be exclusive to Windows and the Xbox Series X/S consoles, which launched that November. The acquisition was formally completed on the 9th of March 2021. Xbox CEO Phil Spencer then clarified that future Bethesda titles would primarily ship on any platform hosting Xbox Game Pass.

    In September 2021, Bethesda published Deathloop, a first-person shooter with time-warping mechanics from Arkane Lyon. Ghostwire: Tokyo, a horror-themed action-adventure from Tango Gameworks, followed in March 2022. Both had been announced as timed PlayStation 5 exclusives before the purchase, and Microsoft honored that obligation. Each reached Xbox Series X/S a year after its PlayStation 5 release.

    In January 2023, Bethesda announced and released Hi-Fi Rush from Tango Gameworks. It had deliberately kept the game's development secret, wary of skepticism and uncertainty about audience feedback. In May 2023, Arkane Austin's Redfall launched for Windows and Xbox Series X/S to a largely mixed to negative reception. Critics pointed to an uninspired narrative, repetitive objectives, and consistent technical problems.

    Starfield followed in September 2023 for Windows and Xbox Series X/S. Bethesda Game Studios developed it, and it was the studio's first wholly original intellectual property in over 25 years. In the early access launch, it peaked at 230,000 concurrent players on Steam within two hours. On launch day, Phil Spencer announced that it had become the most played Xbox Series X/S-exclusive game since the console launched. It was also the most wish-listed game on Steam for either Xbox or Bethesda. Starfield reached ten million players across Xbox and PC by the 19th of September, the biggest launch period in Bethesda's history as a publisher.

    In October 2023, Pete Hines, Bethesda's head of publishing, announced he would retire. Later that month, Microsoft Gaming was restructured after the Activision-Blizzard acquisition. Matt Booty moved from president of Xbox to oversee its entire Game Content and Studios business. Jamie Leder kept supervision of ZeniMax Media as a "limited integration entity" reporting to Booty. In December 2023, Jill Braff was appointed head of Bethesda and ZeniMax Media's development teams, while keeping her role as General Manager of Integrations and Casual Games for Xbox Game Studios.

    In May 2024, Microsoft announced the closure of Arkane Austin, Tango Gameworks, and Alpha Dog Games. Matt Booty said the closures reflected a wish to focus on "high-impact titles" and to invest more in Bethesda's blockbuster franchises. Roundhouse Studios also ceased activity, and its team was consolidated into ZeniMax Online Studios. All development of downloadable packs for Redfall stopped. Xbox president Sarah Bond cited the need to keep the business growing through a period of transition and industry stagnation. Of Tango, she said the varying measures of success from game to game had been examined. Booty added that Xbox still needed smaller-budget titles for "prestige and awards", much like Hi-Fi Rush.

    On the 12th of August 2024, the South Korean publisher Krafton announced an agreement with Microsoft Gaming and Bethesda to revive and acquire Tango Gameworks in its entirety. Microsoft kept the publishing rights to Tango's existing games, except Hi-Fi Rush. That license was transferred to Krafton on the 14th of November 2025.

Updated

Common questions

Who founded Bethesda Softworks and when?

Christopher Weaver founded Bethesda Softworks on the 28th of June 1986, at the kitchen table of his home in Bethesda, Maryland. It began as a division of his firm Media Technology Limited.

What was the first game released by Bethesda Softworks?

The first game from Bethesda Softworks was Gridiron!, a football game released in 1986 for the Amiga, Atari ST, and Commodore 64. Ed Fletcher developed it, and the first batch of a few hundred copies sold out within a week.

How did Bethesda Softworks get its name?

Christopher Weaver first named the company Softwerke, but a Virginia company already used that name. After he agreed with its owner to coexist, he changed his company's name to Bethesda Softworks.

When did Microsoft buy Bethesda Softworks?

Microsoft agreed in September 2020 to acquire Bethesda's parent company, ZeniMax Media, for $7.5 billion. The acquisition was formally completed on the 9th of March 2021, and Bethesda now sits in the Xbox division.

What is the relationship between Bethesda Softworks and Bethesda Game Studios?

Bethesda Game Studios was established in 2001 as the development team. This left Bethesda Softworks to focus on publishing operations for ZeniMax Media.

Which game franchises has Bethesda Softworks published?

Bethesda Softworks has published The Elder Scrolls, which began with Arena in 1994, and Fallout, which it acquired from Interplay Entertainment in 2004. It has also published Doom, Wolfenstein, Dishonored, The Evil Within, Deathloop, and Starfield.

Why did Microsoft close studios owned by Bethesda Softworks in 2024?

In May 2024, Microsoft closed Arkane Austin, Tango Gameworks, and Alpha Dog Games. Matt Booty said the aim was to prioritize "high-impact titles" and invest more in Bethesda's blockbuster franchises.

All sources

117 references cited across the entry

  1. 2BookGamers at Work: Stories Behind the Games People PlayMorgan Ramsay — Apress — 2012
  2. 6Game Changer: Christopher Weaver and the history of video games and game studies at MITMassachusetts Institute of Technology — September 17, 2019
  3. 7Bethesda turns 25 years oldJohnny Cullen — June 28, 2011
  4. 9Bethesda: The Right DirectionJoe Blancato — February 6, 2007
  5. 10GameSpy Retro: Developer Origins, Page 4 of 19John Keefer — March 31, 2006
  6. 11Watch the graphics puck upAmiga Computing, Volume 2, number 4, September 1989, p.p.18-19 — September 1989
  7. 13LATE NEWS FLASHESatarimagazines.com — September 1988
  8. 14A brief history of Bethesda's many legal tanglesColin Campbell — Vox Media — June 28, 2018
  9. 15What You Didn't Know about Fallout 3Andrew Reiner — November 2, 2009
  10. 16NewsBattle of computersSeptember 11, 1988
  11. 17Coolest CompaniesHillary Jackson — July 29, 2009
  12. 18Tools enhance WordPerfect fonts, graphicsTony Pompili — October 29, 1990
  13. 19NewsRiding Arnold's CoattailsJeane Decoster et al. — July 27, 1991
  14. 20Wizards At PlayDaniel Southerl — February 15, 1993
  15. 22BethesdaAugust 1995
  16. 23Bethesda Busts OutBill Meyer — June 13, 1997
  17. 24Managing to be creative in the business of funMarie McNamara — September 7, 1998
  18. 27NewsThunderWave makes a big splash at Getty CenterMark Hilpert — December 22, 1997
  19. 28At Bethesda Softworks, an Emphasis on CoolSteven Ginsberg — December 23, 1996
  20. 32Wings of Gold' Failed to Lift Game Firm AloftBurn Timothy — December 15, 1997
  21. 34VideoPAX Aus – Pete Hines Storytime KeynotePete Hines — Bethesda Softworks — November 24, 2014
  22. 36BookGamers at Work: Stories Behind the Games People PlayMorgan Ramsay — January 31, 2012
  23. 37MagazinePete Hines on Bethesda's past, present and futureMartin Davies — July 19, 2011
  24. 40Xbox acquires Bethesda SoftworksDavid Smith — Heath Media — 22 September 2020
  25. 44ZeniMax Media Buys DOOM Maker | peHUBpeHUBPehub.com — June 25, 2009
  26. 46InterplayHerve Caen — SEC EDGAR — October 13, 2004
  27. 49NewsZeniMax Media raises $9.9 million from some big namesDean Takahashi — May 30, 2008
  28. 50ZeniMax Media Opens London Officegamesindustry.biz — February 18, 2008
  29. 53Bethesda in Beneluxgamesindustry.biz — September 7, 2010
  30. 55Bethesda opens Australian officeNic Healey — October 3, 2013
  31. 57ZeniMax Media Acquires id Softwareprnewswire.com — June 24, 2009
  32. 58Shinji Mikami and the fountain of youthMatt Leone — 20 February 2014
  33. 59MagazineFallout Shelter-Management Mobile Game Out Now On iOSKyle Hilliard — GameStop — June 14, 2015
  34. 63Fallout 76 and the thrill of 'stranger dangerJames Batchelor — July 18, 2018
  35. 68Fallout 76 has a lot to prove as it leaves Steam behindWes Fenlon — Future plc — August 17, 2018
  36. 70Bethesda Ditching Its Stupid Launcher, Returning To SteamLuke Plunkett — G/O Media — February 22, 2022
  37. 71Bethesda's terrible PC launcher is finally getting axedBrad Chacos — International Data Group — February 22, 2022
  38. 77Officially Welcoming Bethesda to Team XboxWill Tuttle — 2021-03-09
  39. 86Redfall will be locked to 30 fps on Xbox at launchMichael McWhertor — 2023-04-12
  40. 91Pete Hines leaving BethesdaBrendan Sinclair — October 16, 2023
  41. 104Open Letter to Bethesda SoftworksPeter Koshits — Blue's News — November 18, 2001
  42. 105Bethesda Open Letter Follow-upBlue's News — November 20, 2001
  43. 107What Went Wrong with Human Heads Prey 2Mitch Dyer — June 5, 2013
  44. 108Bethesda Explains Prey 2 SilenceAndrew Goldfarb — June 18, 2013
  45. 112Bethesda Sues Interplay Over Fallout Trademark InfringementMichael McWhertor — Kotaku — September 11, 2009
  46. 113Fallout MMO Rights Officially Restored to BethesdaKevin Parrish — tomshardware.com — January 9, 2012
  47. 114Mojang and Bethesda Are Going to CourtChalk, Andy — September 27, 2011
  48. 115Notch Wins First Round Against BethesdaAndrew Goldfarb — October 27, 2011

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