For Obsidian, it's less about expansion, and more about making the most of Microsoft's other divisions, including user research labs, tech teams and, most of all, other studios.
"One of the most important things is just access to experience," Urquhart says. "Matt has got us altogether, and we're a cranky group and we don't always like to go somewhere because we've got all this other stuff going on. But whenever we do get together, it's great because we forged friendships.
"It sounds weird, but running an independent studio can be a lonely thing. We know each other, but we're all usually so engrossed in what we're doing. But now we're here, we are all up on Teams together, so it's very easy for me to send a thing to Alan at Turn 10 and go 'hey, how do we blah blah blah blah', and we either chat via text or we get on a call."
And Urquhart feels that the benefit of limited integration works both ways, as it allows Microsoft to learn from how these previously independent teams operate.
"The established Microsoft studios, they have another way of looking at development. I am going to be hyperbolic, but you have the limited resources versus infinite resources, and how do different groups deal with that? To be honest, a lot of what I've had to do with Microsoft is back off saying 'we can only spend 17 cents on that'. Not that we should spend 17,000 cents on that, but I need to think longer term. And sometimes being an independent studio involves thinking shorter term.
"And I also think it's interesting -- not to toot our horns, but you've got Brian Fargo, and me, and Tim Schafer and Nina [Kristensen, Ninja Theory], and all these people with lots of experience making games, and we have an effect on the organisation. This idea of the limited integration studio was the best idea. Maybe it was intended or unintended, but by letting us be who we are, we then have a positive effect on Microsoft."