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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
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