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Evolution of Obsidian's RPGs

Jul 10, 2024

Obsidian and the Evolution of RPGs: From Fallout New Vegas to The Outer Worlds

Introduction

  • 2010: Obsidian releases Fallout New Vegas
    • Considered their masterpiece
    • Developer known for exceptional RPGs
  • Other Obsidian successes: KOTOR 2, South Park: The Stick of Truth, Pillars of Eternity, Tyranny
  • 2017: Announcement of The Outer Worlds
    • Created by Tim Cain and Leonard Boyarski (original Fallout)
    • High expectations from the RPG community
  • 2019: Release of The Outer Worlds
    • Mixed reception: “best game of recent years” to “just alright”

First Impressions and Context

  • Announcement and presentation at Game Awards 2018
  • Mixed reception after release
    • Many players disappointed compared to pre-launch hype
    • Divergent opinions from players and critics

Themes and Narrative Context

  • Universe: Corporations control and monetize all space resources
    • Reference to Jeff Bezos and his involvement in space exploration
    • Promise of new life for colonists: 10 years in cryogenic sleep
  • Main character: Colonist on the way to join the corporate workforce

Character Creation and Mechanics

  • Basic Attributes: Strength, Dexterity, Intelligence, Perception, Charm, Temperament
  • Possible Builds: melee, firearms, companion
  • Skills: 18 skills divided into 7 main categories
    • Investment up to 50 points in main skills before specialization
  • Abilities: Minimal bonuses, more descriptive than useful
  • Perks: From level 2, then every 2 levels
    • More health, better prices from vendors
  • Physical Creation: Standard presets, rare third-person camera

Dialogue System and Character Backgrounds

  • Story Beginning: Doctor Phineas Wells and awakening after 70 years
  • Initial Interactions: Parody of corporate culture and self-centered corporate characters
  • Dialogue System: No major impact on the progression of the plot.
  • Secondary Quests: Involvement with paying burial fees and minor investigations

Gameplay and Exploration

  • Combat: Mixed experience, blending mechanisms from 2012 shooters
  • World Expansion: Limited exploration, consistency in local fauna and flora
  • Difficulty: Normal too easy, weapon and armor play unvariable

World Exploration and Design

  • Terra 2: Linearity issues, lack of initial variety
  • Groundbreaker and Byzantium: More interesting in terms of landscape and interactions

Companions and Their Stories

  • Parvati: Personal growth and relationship with Junlei
  • Vicar Max: Conflict between religion and quest for knowledge
  • Ellie: Toxic family relations and insurance supply
  • Felix: Missed opportunity for deeper development
  • Nyoka: Relationship with her former companions and personal development
  • SAM: Cleaning robot and killing

Main Conflict and Resolution

  • Monarch World: Managed by MSI and Iconoclast factions
  • Main Quest: Chemistry needed for awakening of cryogenic colonists
  • Final: Main decisions guided by script, lack of consequence depth

Conclusion and Final Critique

  • Writing: Jokes prioritized over narrative depth, loss of player attention
  • Mechanics: Combat limited by lack of weapon, armor variety, and difficulty
  • Quests: Many superficial quests with little long-term impact
  • Environment: Potential wasted by lack of biomes and variety
  • Final Reflection: Enjoyable game if you turn off your brain, but lacking the expected depth of an Obsidian game

Outlook for the Future

  • Potential for a Sequel: Need to improve every facet to achieve an excellent game