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Gather your questions for an Outer Worlds leads interview

AwesomeButton

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I'll try to categorize questions about Outer Worlds in the first post.

DIFFICULTY
1. Do difficulty settings change enemy stats, make changes to AI tactics, or both?
2. Does the game use level scaling for enemies? Is it configurable in the game options? How is it connected with the game's difficulty setting? Do enemies scale only upwards, so the player stumble upon much higher-level enemies, or they also scale downwards to meet a lower-level player.

QUESTS, WORLDBUILDING, WRITING
1. How can you describe the overall tone and style of the game's writing?
2. In the world of The Outer Worlds, do traditional Earth ideologies still play a role in people's reasoning, and do they identify through politics and ideologies which we can recognize from our time? Do we have communists, perhaps some anti-corporation popular movements, and does the player get to interact with such groups?
3. Will there be opportunities to piss off NPCs and initiate combat with some hilarious dialogue lines, like in Arcanum or Fallout for example?
4. Do the planets have some sort of a transportation system for fast-travel between locations? We have seen tracks on the the road in the gameplay footage.
5. Do NPCs have daily schedules? Do they go to sleep?
6. Is the story completed with the end of the game, or does it have an open ending, to accomodate a future sequel?
7. In addition to the NPC companions, are there any animal "pet" companions?
8. Will there be dialogue and quest reactivity connected to the main character's gender, and is this reactivity limited to male and female genders? Are there any characters in the game that are established to be of a non-binary gender, i.e. not strictly male or female?
9. How much can you tell us in advance about party members and what gives them their individuality?
10. What went behind the "Dumb" dialogue option? Is this out of a particular love for the Chris Pratt style of leading character who's not too bright?
11. Is the end-game combat heavy or have you kept the balance of violent and non-violent solutions up to the end of the main quest?
12. Can players kill their companions, or may some of them betray the player if they disagree with his choices enough?
13. Will players be able to see all content in one play-through? If not, what part of the optional game content be accessible for a character? Will there be quests dependent on skills, perks, sex, or other character traits? How much will quests done for one faction block quests for other factions?
14. Does the game's writing attempt to parody or allude to present day politics or popular topics?
15. How brave is the writing when it comes to "fashionably offensive" subjects? For example, can the player find himself in a situation like the one in Fallout 2 where he becomes a porn actor?
16. Does NPC reactivity to the player's expressed opinions extend to any NPCs, or is this kind of dialogue reactivity only present when talking with companion NPCs?
17. What game would you compare The Outer Worlds to in terms of overall size and scope? Is it a more of a "vertical" game with a smaller world, but more ways to interact with it, or a more "flat" game with a bigger world but less character reactivity?
18. Does the game world feature it's own media - like the New Vegas radio or Arcanum's "The Tarantian" newspaper?
19. Does the writing have its more serious moments from time to time? Are there occasions where the game's writing steps away from the lighthearted tone when treating certain themes, and which are those themes, for example sex, cruelty, emotional and physical abuse?
20. What are the relations between the Earth the colony? Will the player get to learn news and meet people freshly arrived from Earth?
21. Are some companions more prone to interjecting in conversation than others? What are the subjects of conversation to which they are most likely to react?

INTERFACE
1. What parts of the game HUD will the player be able to turn off? Will quests still remain playable and orientation possible without quest markers and compass, if the player can rely just on memory and a quest log/journal?
2. Can dialogue markers such as [DUMB] be turned off?
3. Will the PC UI differ from the console UI to accomodate mouse and keyboard better, and can you give examples of UI elements and controls which will be redesigned for PC? Will rebinding of key be supported on PC?
4. Can the player change his character's appearance after character creation, and what things can he change?

RULESET, GAME MECHANICS
1. Will there be areas in the game where there are environmental hazards, in which one has to wear protective gear? Will there also be disease states associated with environment?
2. Would you say that allowing for emergent gameplay and the player finding his own solution to a quest has been a general principle in how you've designed quests? Can you give an example for such a quest a player can find the path of least resistance to solve it, based on his character build?
3. How many are the main factions, and are faction mechanics similar to New Vegas, Pillars of Eternity: Deadfire?
4. Is the game designed for characters who specialize heavily in certain skills, or is it more tolerant for "jack of all trades" types of characters?
5. Do players have influence over the equipment and combat behavior of their NPC companions?
6. Can you provide us with a picture of the character sheet?
7. What are the classes of weapons in the game? There are melee and ranged obviously, but is there further branching?
8. Will pickpocket mechanics allow for planting of items on NPCs?
9. Does the game feature a system for reporting crimes, like in Kingdom Come: Deliverance or Skyrim?
10. How do stealth mechanics work? Is a stealth-specializing and diplomatic character, with little combat skills viable?
11. Is there a weapon condition system with weapons degrading by use?
12. Is the spaceship free to be flown between planets, or is it just a means for fast travel with quest-specific sections of the game being staged in it?
13. Does the game feature a crafting system for creating and upgrading gear? Does crafting always produce the same result with the same ingredients, or is there an element of RNG to it?
14. Is companions' interrupting of conversation based solely on how the conversation is going, or also on skill checks and their opinion of the player character?

COMBAT
1. You have already said that the player will not be able to see himself apart from in the inventory screen and when idle in the world. This rules out a 3rd person perspective option. Given that, what were the specifics and challenges in implementing 1st person combat in an RPG?
2. Are factors like accuracy, recoil, and reloading speed affected by player character skill level, and if yes, how severely are they affected? Does player character skill affect damage or only accuracy, recoil and reload speed?
3. Have you been able to take advantage of the Unreal tech's capabilities and implement more complex shooting mechanics than what we've seen in Bethesda's games or in casual 1st person shooters like FarCry? Will The Outer Worlds have, for example, realistic bullet drop, or bullets that can penetrate certain cover?
4. What are the game-mechanics' differences between firearms and energy weapons?
5. Do enemies have programmed behaviors for looking for cover when in combat, covering each other, or trying to encircle the player?
6. Can the player attach modifications to weapons to improve their stats, or compensate for shortcomings - things like scopes, holographic sights, laser sights, custom stock, etc.?
7. The combat encounters in the Game Informer video felt somewhat restricted in terms of space. How much time do you expect the player will be spending in open environments vs indoors? Will the majority of combat take place in wide open spaces or indoors?
8. Will the game feature zero-g environments in outer space, where the player and other characters will be weightless? Will there be combat while in such conditions?
9. Will firearms and other ranged weapons have varied ammunition types, like in New Vegas?
10. Are NPCs going to react to the player holstering or raising his weapon, like in Fallout and New Vegas?
11. Would you say that the combat and the general feel of the gameplay look similar to Bethesda's gamebryo as seen in New Vegas, and has this been the result of a deliberate effort?
12. Does the game feature grenades and how deadly are they in terms of blast radius and damage?
13. Will the game feature dismemberment of killed characters in certain conditions?

AREA DESIGN
1. What part of the contents of containers is randomized and what part is hand placed?
2. Can you give an example of the puzzles that you've added in the game? How much of the objects in a typical room, settlement or a dungeon will be interactible? Will the player be able to lift and carry objects, without taking them in the inventory, and use them to solve puzzles, or scale obstacles, like in games such as Half-life, Thief, System Shock?
3. Is game world open for exploration like in Fallout New Vegas, or is it more of a hub-based design like Vampire: Bloodlines? If it's the latter, how many hubs are there and do they become accessible roughly at the same time, or are they gradually unlocked as the main quest progresses?

MISC
1. Have you had occasions where you had to illustrate one or another design principle to members of the development team by having them watch or play another game, and can you give us some examples of such cases? Have you had somebody play or watch gameplay of Fallout 4 or Vampire Bloodlines for example, and for what purposes?
2. Is there a chance that forum member "Generic-Giant-Spider" (@FUCKMONEY911) can get a hug from Tim Cain?
3. Are the current lip-sync and NPC face expressions placeholder or is there further work planned on improving it?
4. Who is the Outer Worlds' narrative lead or lead writer? Who are the other narrative designers?
5. Because it's Obsidian and being tagged as 'from the original creators of Fallout', a lot of people are imagining this as the next Fallout: New Vegas. Are you happy for people to have that expectation about this game, or should people expect a different sort of experience?
6. Do you like the band Brockhampton?
7. What would Tim and Leonard say has helped them keep their friendship through all these years?
8. Can you present to us some of the area and quest designers?
9. In addition to Steam, do you have plans for releasing the game DRM-free on GOG or on other distribution platforms?
 
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Jinn

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Will there be an option to turn off the quest compass and quest markers, and will you be able to complete quests with contextual information provided by the quest-giver (or whatever initiates the quest)?
 
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Will there be an option to turn off the quest compass and quest markers, and will you be able to complete quests with contextual information provided by the quest-giver (or whatever initiates the quest)?
funny that ubisoft of all companies put this as a gameplay option into their recent assassin's creed :lol:
 

Pegultagol

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Will there be areas in the game where there are environmental hazards, in which one has to wear protection suits?
Will there also be disease states associated with environment?
 

Jinn

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funny that ubisoft of all companies put this as a gameplay option into their recent assassin's creed :lol:

Good on them. This should have never been a problem in videogames in the first place. Goddamn do I hate quest markers and quest compasses (unless they are done well and make sense in the setting, like in Seven: The Days Long Gone).
 

Viata

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Are you guys planning to make your whole team plays Fallout 1 and 2 or Fallout 4 is enough given what you guys are trying to do here? And I really believe most of you didn't play Fallout 1 and 2, since someone doesn't know where the [dumb] dialogue option comes from.
 

Deleted Member 16721

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Is loot-handplaced in the game world, or randomized? This can go for enemy drops, chests, cupboards in an NPC's home, etc..

How far does the level-scaling extend? Will enemies generally be the same difficulty at all times or can you stumble upon harder creatures guarding something of value (new area to explore, hidden loot cache, etc.)?

How much has Vampire The Masquerade: Bloodlines influenced the quest design or narrative & dialogue design in the game? Will there be branching dialogues with secret endings that only the cleverest of gamers will discover?

How interactive is the gameworld? In other words, what kind of things can we play with - computer terminals, passcode door locks, vents to move in in stealth, random interactive objects, etc.?

How large is the game world to explore? Is the hub-based design based on something like Vampire: Bloodlines, i.e. where you explore a certain location with several important people, doing quests that branch off into other explorable maps in the game?

What is the "weird wow factor" of the game? Will it have lots of weird, crazy moments, like discovering an alien spacecraft in Fallout 1, meeting a talking chicken, a cow level, etc.?

Are there many secrets hidden in the game world for clever explorers to find? Rare treasures, difficult to find enemy encounters, rare weapons that require maps to find?

And finally, how much brain usage will the game require? Can we figure out alternate solutions to quests that aren't presented in quest markers? How clever can we be with our character's skill set, i.e. in Bloodlines you can pick a lock, travel a vent, hack a computer, or find a key all to progress in a given area? Will the quest levels themselves be open to allow for our own solutions and paths through them?

Thank you for answering if you pick any of these.
 

Wunderbar

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Will there be an opportunity to piss off NPCs and initiate combat with some hilarious lines?

SWGiant06.jpg
 

Quillon

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Will companions customize their own appearance(clothing/armor etc) in addition to customizing their rooms?

What's with the track(?) in the center of the paths? Is there some sort of transport system?

Do NPCs have schedules? Places to sleep?

Will you make the endings with potential sequel in mind? Or else are potential continuity issues future-you's problem?

Will there be a pet companion?
 

Infinitron

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I'm interested in how wide and open the game's areas are compared to New Vegas. Can the game even be classified as "open world" in the New Vegas sense of the word? I think that's a very important question because it's what many people are expecting now.

If it's not open world, how many of the areas are still very big and non-linear (in the style of, say, a hub level from Deus Ex)? Are there areas that are linear "instanced" type zones with a beginning and an end?
 
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Yosharian

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I'll just add the terrible things that I noted earlier, in the hopes that they can be fixed or turned off. I have tried to minimize snark. I may have been unsuccessful.

  1. Is the game designed around hand-holding floating quest markers, and if they can be turned off, will the game be rendered unplayable, like Skyrim?
  2. Can a feature be added to the game whereby the character automatically lowers his weapon when he is not firing? I am aware that there is a 'holster' function, no that is not sufficient.
  3. Can dialogue markers such as [DUMB] be turned off?
  4. Are there any more unusual party members, as the ones we have seen so far look very bland and boring.
  5. Can pop-up damage numbers during combat be turned off?
  6. Can pop-up enemy names during combat be turned off?
  7. Can pop-up XP notifications like 'ENEMY KILLED: +750 XP' be turned off?
  8. Can 'ENEMY HAS SPOTTED YOU' alerts above enemies' heads be turned off?
  9. Will higher difficulties make it necessary to use actual strategy/tactics, instead of just waltzing through enemy fire?
  10. What steps (like ACTUAL DETAILS) are you taking to ensure that the game presents a challenge, do not accept answers like 'enemies hitpoints will scale up' or 'the damage you do will scale'.
  11. What steps are you taking to ensure that combat damage does not devolve into 'hide behind a pillar for 5 seconds while i pop stimpack, woop all damage gone'; for example are there drawbacks to using stimpacks?
  12. Will the lip-sync be improved?
  13. Will NPC expressions be improved?
  14. Can the player compass be turned off, and will the game be rendered borderline-unplayable if it is turned off?
  15. Will the UI and control schema be properly designed for PC? I know I'm going to get some bullshit PR answer from this and they'll end up being a trainwreck anyway, but I have to ask. Bonus points if you ask them for actual details on how the PC schema will actually differ from the console versions.
 

Roguey

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Who's the narrative/creative lead/lead writer? Who are the other narrative designers/writers?

How twee will the dialogue be overall?

Should we expect a combat-heavy endgame? Be honest.


Can I get pictures of Megan Starks' feet if I preorder the game?
She's already posted these herself on her site, have at it.
 

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