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Obsidian General Discussion Thread

Cael

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Obsidian could hire GRRM to write something for poe3 now that he is in gaming business.
Only if you want the game to finally come out twenty years down the road. The fat fuck is still trying to write his last two books of his series and had been for the last 5-10 years! You want him to write something that he didn't invent and he doesn't have full control over? Your great-grandchildren might get to play it... Might. Assuming he doesn't die of a heart attack first.
 

DalekFlay

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He was always a slow writer but I think the success of the TV series fucked him up. Maybe now that everyone hated the ending he'll get around to it.
 

Cael

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He was always a slow writer but I think the success of the TV series fucked him up. Maybe now that everyone hated the ending he'll get around to it.
He is a pretentious prick who claimed he wrote himself into a corner and needed 2 years to sit down and figure out how to write himself out of it. That 2 years turned out to be a hell of a lot more, but that is besides the point. The idiot could have just admitted that he was burnt out and needed a break, but his arrogance won't allow that.
 

Quillon

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Books became too complex, I donno how he'll finish it in 2 books unless he murders half the PoV characters in the beginning of TWOW.
 

Yosharian

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I can't get on board with the hate that GRRM gets. I think the books are great, even if some of them have some dry sections/characters.

The show by comparison is fucking braindead.
 

Cross

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Obsidian could hire GRRM to write something for poe3 now that he is in gaming business.
Not enough xaurips kobolds in GRRM's writing:

https://www.eurogamer.net/articles/...udio-turned-down-a-game-of-thrones-video-game

Obsidian - the creator of Fallout: New Vegas, Star Wars: Knights of the Old Republic 2, South Park: The Stick of Truth and Pillars of Eternity (among many others) - was offered the opportunity to make a game based on George R. R. Martin's story in 2005 by Electronic Arts (well, EA Partners).

It was six years before Season One of Game of Thrones aired on TV, nevertheless Obsidian co-founder and CEO Feargus Urquhart was well aware of the Song of Ice and Fire books - he'd followed them since the series started in 1996. He knew intimately what he was turning down, and he believed he had a good reason why.

"My feeling was, understanding the IP at the time, it's about this political intrigue, and people's connection to the IP is to all these characters - that's how the books are written, each chapter is a person and what's happening to them," Urquhart told me when I visited Obsidian recently.

"Other than what weird stuff is going on beyond The Wall, and the dragons, and some hint [of fantasy/magic], there are no magic users, there are no clerics, no thieves. Basically there's dudes with swords and armour and a little bit of mysticism, but within the main land [the Seven Kingdoms] there's no goblins, no kobolds..."
 

Duraframe300

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Dec 21, 2010
Messages
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badler is leading Gameplay on something. Probably on the big Microsoft/Skyrim like project Adams directing, considering he started in october last year.

https://www.linkedin.com/in/brandon-adler-0aa6b83/
Design Director
Dates Employed Oct 2018 – Present
Employment Duration 8 mos
Location Irvine, CA

Unannounced Title - Gameplay Design Director

Edit: Also Feargus official job title is now *studio head*
 
Last edited:

agris

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I wonder how Feargus feels now, being answerable to people and having a reporting structure directly above him. Plus having HR & AR departments looking at hiring and promotion practices.

He either loves it, and it's a huge off-loading of non-gamemaking burdens, or if we go with the MCA interpretation of Feargus, completely and utterly terrifying.
 

TT1

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Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit.


This twitter is about this:

https://news.xbox.com/en-us/2019/05/30/microsoft-approach-to-pc-gaming/

Our Approach to PC Gaming
By Phil Spencer, Head of Xbox posted on May 30, 2019 at 6:00 am

XGP_PC-Announce_Comp_HERO-hero.jpg



We believe the player should be at the center of their gaming experience and be able to harness the unique benefits of the devices they choose to play on.

Nowhere is that belief more important than on the PC. As the creators of Windows, we have a unique responsibility to ensure we’re investing in experiences that benefit players everywhere, while respecting the PC community’s preference for an open, highly customizable platform.

We’ve not always lived up to our aspiration of keeping gamers at the center of everything we do when it comes to the experience they’ve had on Windows.

Today I’d like to share three steps we are taking to contribute to the thriving PC gaming ecosystem:

Introducing Xbox Game Pass Designed for PC Players

Two years ago, we launched Xbox Game Pass on Xbox One, and since then we’ve seen how valuable a curated library of high-quality games can be for players and game developers alike. It offers a great way to discover and play your next favorite game. We researched whether a similar opportunity exists for PC players and PC game developers, and we believe that it does. We also considered the importance of bringing something new and additive to the PC gaming ecosystem, and we believe that we can. So, we designed a service specifically for the needs of PC gamers and PC game developers. It’s called Xbox Game Pass, just like the original, but it’s a new experience that we are building together with the PC community.

Xbox Game Pass for PC will give players unlimited access to a curated library of over 100 high-quality PC games on Windows 10, from well-known PC game developers and publishers such as Bethesda, Deep Silver, Devolver Digital, Paradox Interactive, SEGA, and more. And just as we committed on the console, it is our intent to include new games from Xbox Game Studios in Xbox Game Pass for PC the same day as their global release, including titles from newly acquired studios like Obsidian and inXile. We’re working with over 75 developers and publishers to bring PC content to the service and we’ll ensure the library remains curated and full of great PC titles across a variety of genres, with new games added every month.

Xbox Game Pass for PC members will also receive discounts in the Microsoft Store on Windows of up to 20% on games currently in the library and up to 10% off related game DLC and add-ons.

We look forward to sharing more at E3, including the great games coming to the library, as well as more details on when and how you’ll experience the new Xbox Game Pass service for PC gamers.

More Choice in Where to Buy Xbox Game Studios Titles

Enabling gamers to play together, through cross-platform play and cross-network play across Windows 10 PCs and console, is vitally important. Building communities across all of those players, regardless of the store or platform they’ve chosen (console or PC), is also vitally important because it helps bring players together, allows games to find their largest audience and allows gaming to deliver its true potential of uniting people around the power of play.

With that in mind, our intent is to make our Xbox Game Studios PC games available in multiple stores, including our own Microsoft Store on Windows, at their launch. We believe you should have choice in where you buy your PC games.

In March, we announced that Halo: The Master Chief Collection will come to PC later this year, launching on Steam in addition to the Microsoft Store on Windows. We will continue to add to the more than 20 Xbox Game Studios titles on Steam, starting with Gears 5 and all Age of Empires I, II & III: Definitive Editions. We know millions of PC gamers trust Steam as a great source to buy PC games and we’ve heard the feedback that PC gamers would like choice. We also know that there are other stores on PC, and we are working to enable more choice in which store you can find our Xbox Game Studios titles in the future.

We want to bring players together to create a shared player community regardless of where they play, so it’s our intent that new Xbox Game Studios titles include features such as voice and text chat, LFG, friends lists and cross-play across PC and console. On Windows 10 you’ll find this functionality in the Xbox Game Bar, which we’ll continue to evolve and expand.

Supporting Win32 Games on Windows 10

We want creators to be inspired to bring their best content to Windows 10, and we want Windows 10 to be the place where gamers come to discover their next favorite PC game. We recognize that Win32 is the app format that game developers love to use and gamers love to play, so we are excited to share that we will be enabling full support for native Win32 games to the Microsoft Store on Windows. This will unlock more options for developers and gamers alike, allowing for the customization and control they’ve come to expect from the open Windows gaming ecosystem.

When I think about the role we play as a company to support and evolve gaming on Windows, it’s critical that we make decisions that reinforce the open nature of the PC, focusing on how best to unite players on all devices around the games they love. That philosophy will guide us as we introduce new ways to discover and play games on Windows.

These are just a few of our steps in a journey to contribute to gaming on Windows 10. We know that PC gamers want to see games, so I hope you’ll join us at our annual Xbox E3 2019 Briefing on Sunday, June 9 to hear more, including the amazing lineup of new games and offers coming to PC players.
 

Infinitron

I post news
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https://www.eurogamer.net/articles/...what-happened-to-fallout-new-vegass-post-game

The Fallout New Vegas post-game we never got to play

After hours trekking across the wasteland, swatting away bloatflies and squashing hordes of ghouls, the end is in sight. Or at least Hoover Dam is. It's the intimidating final stage of Fallout New Vegas, and no matter your path until this point, you'll have to pick a side and fight an explosive battle to irrevocably change the fate of the Mojave.

A fate that is reported, rather than told, through a series of end slides - before you're taken to a save from before the battle. Ah.

It's an unusual way to end a role-playing game, where post-game content is so often used to display the impact of a player's decisions. Even in Red Dead Redemption 2 (not an RPG), you can still find special encounters in the epilogue depending on whether you helped certain people in the past. It's possible to leave a tangible mark on the world, and it shows your decisions went beyond the moment to have long-term repercussions.

This is perhaps why the lack of post-game content Fallout New Vegas - which to me boasts some of the best narrative design in any game - feels like such a missed opportunity. Yet this abrupt ending wasn't Obsidian's intention. Post-game content was part of Obsidian's original plan for Fallout New Vegas, and had to be cut mid-development due to time constraints.

As a result, plenty of files for the post-game were left floating around for others to find - and fans have long been reading them like tea leaves to guess at what could have been. Some have created mods to allow players to explore the world even after the final battle of Hoover Dam. Most recently, a modder named Kazopert went above and beyond by creating the "Functional Post Game Ending" mod, which introduces additional NPCs, decorations, adds in the cut lines and removes others so the dialogue is compatible with each ending.

FPGE is probably the closest we've gotten to seeing a playable version of Fallout New Vegas's post-game. And just to be sure, I asked Fallout 2 and New Vegas writer Chris Avellone exactly what Obsidian's plans were for that content.

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"The loss of post-game content was a big hit in many respects," Avellone told me over email. "It didn't feel like a compromise - it felt more like a surprise."

Back in the Beta stage of Fallout New Vegas's development cycle, the project was, in Avellone's words, "showing a lot of bugs and optimisation problems". Adding further complexity wasn't going to help matters, and despite plans being in place for post-game additions, not much work had actually gone into making the content. In some areas, in fact, no work had been done at all. It was at this point the decision was made to cut the post-game in its entirety.

"Designing post-game content is not hard to do if you're keeping it in mind with each NPC and quest as you're designing it (like doing a Karma check, faction check, or just another global reactivity check, which we had to do anyway) - sometimes all it needs is a post-endgame line," Avellone explained.

"But if you haven't planned for it throughout your design process for your areas and characters, it can be a lot of work to go back and add later on. And while some designers had planned for it - for example, our lead writer had lines for Mr. House in place for post-game reactivity and Strip Securitrons - not all areas had post-game design work."



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Fallout New Vegas has four 'main' endings: supporting House, supporting the NCR, backing Caesar's Legion, or working with Yes Man for an independent New Vegas. There are also variations on these, such as killing Caesar and allowing the Legion to win with Legate Lanius in charge. On top of that, there's a multitude of minor factions and companions to account for, along with the player's overall Karma.

Surprisingly, the additions planned for the post-game were actually fairly minor, with "minimal reactivity to the events of Hoover Dam". Some characters were to get special lines, and a few NPCs would spawn with specific post-game dialogue - but Avellone said the main intention was to allow "players [to] keep wandering the wasteland, explore the 'dungeons' and fight random encounters".

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Similar to Obsidian's plans for the post-game, Kazopert's mod spawns NPCs in new areas - such as Brotherhood of Steel Paladins helping the NCR to patrol the roads. Companions like Boone will vanish if the end slides detail their departure.

This also means those theories about special post-game quests - inspired by the discovery of mysterious quest files such as 'Viva Las Vegas' - are sadly incorrect. To Avellone's knowledge, nothing was planned "beyond reactive barks and a few potential NPC spawns in places to account for whichever faction was in charge of a certain area.

"Most of the focus was on 'how can we make this work after Hoover Dam' which wasn't an easy question to answer in each instance, especially with the existing amount of bugs (particularly optimisation issues) and the fact that lack of reactivity in faction-controlled territories required a good investment of work to make them feel minimally correct," he added.



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Kazopert told me he took several creative liberties when designing the FPGE mod. Apart from the dialogue, which was already available, he made his own additions to demonstrate the outcomes while 'adher[ing] to the end slides as much as humanly possible'. This includes Securitrons around Freeside, flags and...er... crucified people, I suppose.

Something that did make it to the final version, however, were the game's end slides - which were always part of the plan and remained unaffected by the post-game cuts. Similar to Fallout 2, the original idea was to show the player the slides before allowing them to explore the world afterwards with new content. Funnily enough, Avellone said even Fallout 2's end slides nearly got the chop, thanks to "pushback" against that as well.

"The lead designers thought about canceling that content, but that time, we were able to make it happen," Avellone stated.

Personally, I find it hard to imagine how Fallout 2 and Fallout New Vegas would have wrapped up without those end slides.



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Here's what some of those dialogue options would have looked like, as re-created in Kazopert's mod.

Despite getting the chop at the Beta stage, this wasn't quite the end for the endgame content. Obsidian later considered introducing it in a more round-about way: via the game's DLCs. This was partly inspired by player feedback and requests on the forums - but this route brought its own problems.

"When we were doing the DLCs for New Vegas... [we] began to look into if there was a way we could continue the player's gameplay after Hoover Dam", Avellone recalled. In less than a day, the lead level designer produced a sample save to demonstrate how this would work, but the team concluded they simply didn't have the resources to make it happen. According to Avellone, a "good chunk" of the DLC resources went into fixing the main game after release, something that "definitely impacted [the DLC's] development" and left little room for constructing the post-game.

And, on top of that, there was the risk of simply creating more bugs.

"The core game already had a lot of crashes and bugs, and was already being extensively patched during the DLC, so even if we implemented it, we doubted we could address any bugs that resulted from the change," Avellone explained.

"We did examine all the logistic impacts of doing post-game content with limited resources. But it was clear we'd be putting the already shaky game stability at risk by looking by creating post-Hoover Dam option, even in a minimal fashion. The most we could manage was level-scaling for key enemies (like the Legate) with the introduction of the new level caps in the DLCs, since the additional levels made the previous boss fights too easy for the player.

"That said, we did look at potential minor additions where we could - including a reserved save game slot before Hoover Dam (which we were able to do), and looking into adding Ulysses as a companion you could take back into the main game from the DLC. But an evaluation of that revealed that it would likely break a number of scripts (companion weapon removal, teleportation scripts), and even scripts for the other DLCs that automatically removed companions from your party.

"I even offered to pay for one of the milestones myself to allow for additional polish time on existing content, but that was refused because they didn't want to extend the release date for the DLCs."

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Not the first bit of post the Courier was unable to deliver.

So, that was that. While the crucial reserved save game slot before the Hoover Dam battle was added, the DLCs went ahead without post-game content, and were firmly based in the time before the battle for Hoover Dam (something even Kazopert wasn't able to reconcile in his FPGE mod - he recommends finishing the DLCs before attempting the final battle).

For Avellone, the sacrifice of post-game content was "necessary and right" in order to improve the core game's technical problems, even if the cut came as something of a surprise. Still, it's a feature he'd liked to have seen implemented.

"While it's not always feasible in all games to include the ability to continue playing after the end game, as a designer, I feel pretty strongly about letting a player to continue playing, especially in an open-world game," Avellone said. "When designing post-game content in Fallout 2, it was a fun way to keep the adventure going... as well as resolve any last threads or quests you might want to pursue."

It's fun to imagine what the post-game would have looked like: which ending would have changed the Mojave the most, and which would have felt the most appropriate? Avellone reckons Caesar's ending is "ultimately dull without strong reactivity in the Strip, although the tone is appropriately ominous". The most interesting option, in Avellone's opinion, is independent New Vegas, "since it adds more drama (and another, solid faction to the Mojave) and was more feasible with the existing set-up.

"The Anarchist option ends up being too vague to be interesting mostly because it's so dependent on a wide range of player actions that the 'results' for the Mojave might be difficult to discern," Avellone mused. "I say this as someone who prefers the Anarchist path, so not that I'm opposed to that result, but it would have definitely required much more work than the other solutions."

Someone else who knows a little about the New Vegas post-game (or one imagining of it) is obviously Kazopert, who told me he believes the Legion ending with Lanius in charge changes the wasteland the most, the reason being "Lanius is a brute that kills anyone who opposes him".

"This is reflected [in the mod] by most unique NPCs being gone (killed/enslaved) whereas Caesar would allow them to go about their business." A fair observation.

Of course, the strength of Fallout New Vegas is that there's no 'right' ending - and thanks to the FPGE mod, you can get a sense of what sits best with you. At the very least, the mod has certainly impressed Avellone.

"Kudos to Kazopert for his mod - that kind of work and investment is not easy to do, and at Obsidian, we didn't have the manpower to make that happen," he added.

(Kazopert says it took him about a month and a half of "continual work each day" to create the mod.)

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To me, playing through FPGE was a strange experience: the tense struggle for power and main driving force behind the story is suddenly gone, and you're left to roam without clear direction. It's a great visualisation of the different endings, but ultimately the wasteland feels emptier than before - particularly if you've already completed all the side-quests and DLCs. More than anything, FPGE makes you realise just how much work Obsidian would have needed to put in to make the post-game feel reactive and satisfying. As Avellone said, it was probably the right decision to sacrifice it for the health of the main game.

For now, it seems the closest we'll get to Fallout New Vegas's post-game is the FPGE mod and its lonely, melancholy tone. But perhaps that's the perfect end for a Courier destined to wander the wasteland.
 

Stinger

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Aug 13, 2011
Messages
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Giving FNV a bethesderp style nonreactive playable epilogue would've completely shit over the sense of real change and accomplishment you get during the epilogues. Of course casuals would've loved it but the game is better for it ending the way it does.
 

Rivmusique

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Divinity: Original Sin Project: Eternity Pillars of Eternity 2: Deadfire
A fate that is reported, rather than told, through a series of end slides - before you're taken to a save from before the battle. Ah.

It's an unusual way to end a role-playing game, where post-game content is so often used to display the impact of a player's decisions.

no
 

Roguey

Codex Staff
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Avellone agenda acknowledged considering that he was literally the only designer who wrote post-endgame dialogue in Fallout 2.
 

RaptorRex888

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Giving FNV a bethesderp style nonreactive playable epilogue would've completely shit over the sense of real change and accomplishment you get during the epilogues. Of course casuals would've loved it but the game is better for it ending the way it does.
I agree completely, it would have left you feeling empty about the choices you had made unless an extensive amount of work was put in to reflect what ending you had got, which basically amounts to an expansion at that point. If you want to explore and do side quests do it before you finish the fucking game.
 
The Real Fanboy
Joined
Oct 8, 2018
Messages
1,121
From the Obsidian Discord:

DiniLast said:
Saturday at 2:29 AM
Microsoft has been pretty cool, they're just letting us make what we want to make. I can't say anything specifically about the future of Pillars but there's a strong chance you'll see more.

idc this is the best news of the summer, sis!!!!

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