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Obsidian General Discussion Thread

Roguey

Codex Staff
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Sawyerite
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36,701
Obsidian actually aims to release one game per year for 7 years, or one game per year for the entire current generation of consoles.

HAHAHAHAHAHA

Josh Sawyer in 2013 said:
i had a lot of problems with the design and gameplay choices bioware made, but EA really just shot the company in the head with a bolt gun.

publisher buyouts: not even once.
...
being a publisher-owned dev and away from the publisher HQ combines the worst elements of being independent and publisher-owned. the publisher has no trust in what you're doing and hurls mid-level managers and supervisors at you while they main complete authority over resources and the existence of the studio/project as a whole. because publisher-owned dev studios are also part of a larger pool of employees, the publisher has more incentive to treat those studios and their devs like fungible goods. that's how they treat independent devs as well, but independent devs can at least attempt to use competition to their advantage (usually failing in the process).
 

Roguey

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^ It's okay, Sawyer is now at that stage of his career where he cares about nothing except his paycheck.
Back in 2013
Sawyer said:
quoted for posterity you'll never work in this industry again after Bethesda buys out obsidian for failing to meet fallout: new Miami benchmarks
the mobile market and emerging mid-core market hopefully mean that devs who are chewed up in the grinder of QUADRUPLE A publisher-driven game dev can flip everyone off and start small companies

Really doubt he'll be leaving his 200k/year salary to start a small company now.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
^ It's okay, Sawyer is now at that stage of his career where he cares about nothing except his paycheck.
Back in 2013
Sawyer said:
quoted for posterity you'll never work in this industry again after Bethesda buys out obsidian for failing to meet fallout: new Miami benchmarks
the mobile market and emerging mid-core market hopefully mean that devs who are chewed up in the grinder of QUADRUPLE A publisher-driven game dev can flip everyone off and start small companies

Really doubt he'll be leaving his 200k/year salary to start a small company now.
This sort of highlights how silly acquiring a service-based company with no valuable IPs is.
What are you really paying for? The workers can quit at any moment. It's not as if you're acquiring their factories or manufacturing process.
 

agris

Arcane
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Apr 16, 2004
Messages
6,927
^ It's okay, Sawyer is now at that stage of his career where he cares about nothing except his paycheck.
Back in 2013
Sawyer said:
quoted for posterity you'll never work in this industry again after Bethesda buys out obsidian for failing to meet fallout: new Miami benchmarks
the mobile market and emerging mid-core market hopefully mean that devs who are chewed up in the grinder of QUADRUPLE A publisher-driven game dev can flip everyone off and start small companies

Really doubt he'll be leaving his 200k/year salary to start a small company now.
This sort of highlights how silly acquiring a service-based company with no valuable IPs is.
What are you really paying for? The workers can quit at any moment. It's not as if you're acquiring their factories or manufacturing process.
Presumably MS sees value in The Outer Worlds and Pillars franchises, even if we (me) don't.
 
Joined
Feb 28, 2011
Messages
4,162
Location
Chicago, IL, Kwa
^ It's okay, Sawyer is now at that stage of his career where he cares about nothing except his paycheck.
Back in 2013
Sawyer said:
quoted for posterity you'll never work in this industry again after Bethesda buys out obsidian for failing to meet fallout: new Miami benchmarks
the mobile market and emerging mid-core market hopefully mean that devs who are chewed up in the grinder of QUADRUPLE A publisher-driven game dev can flip everyone off and start small companies

Really doubt he'll be leaving his 200k/year salary to start a small company now.
This sort of highlights how silly acquiring a service-based company with no valuable IPs is.
What are you really paying for?

Feargus’ sophisticated creative palate and savant market instincts.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
^ It's okay, Sawyer is now at that stage of his career where he cares about nothing except his paycheck.
Back in 2013
Sawyer said:
quoted for posterity you'll never work in this industry again after Bethesda buys out obsidian for failing to meet fallout: new Miami benchmarks
the mobile market and emerging mid-core market hopefully mean that devs who are chewed up in the grinder of QUADRUPLE A publisher-driven game dev can flip everyone off and start small companies

Really doubt he'll be leaving his 200k/year salary to start a small company now.
This sort of highlights how silly acquiring a service-based company with no valuable IPs is.
What are you really paying for?

Feargus’ sophisticated creative palate and savant market instincts.
yea but you just handed him a bunch of money increasing his likelihood of just walking away
 
Joined
Feb 28, 2011
Messages
4,162
Location
Chicago, IL, Kwa
^ It's okay, Sawyer is now at that stage of his career where he cares about nothing except his paycheck.
Back in 2013
Sawyer said:
quoted for posterity you'll never work in this industry again after Bethesda buys out obsidian for failing to meet fallout: new Miami benchmarks
the mobile market and emerging mid-core market hopefully mean that devs who are chewed up in the grinder of QUADRUPLE A publisher-driven game dev can flip everyone off and start small companies

Really doubt he'll be leaving his 200k/year salary to start a small company now.
This sort of highlights how silly acquiring a service-based company with no valuable IPs is.
What are you really paying for?

Feargus’ sophisticated creative palate and savant market instincts.
yea but you just handed him a bunch of money increasing his likelihood of just walking away

He won’t go far, The Cheesecake Factory is just across the street.
 

Infinitron

I post news
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Messages
99,612
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Feargus talk at a conference will be live in a hour and half. Pre-recorded though.



Feargus Urquhart, the head of the famous RPG developer Obsidian, talks about being acquired by Microsoft, what studios should consider when being bought, and his experiences of working with publishers


Summary: https://www.gamesindustry.biz/artic...itions-find-a-partner-whos-going-to-be-all-in

Obsidian CEO on acquisitions: "Find a partner who's going to be all-in"
Feargus Urquhart offers advice on successful mergers and acquisitions, and why Obsidian joined Microsoft

The key to good game development acquisitions -- from the perspective of the acquired studio -- is finding a partner who is "all-in" on your studio and your game, says Obsidian Entertainment CEO Feargus Urquhart.

The co-founder of the Californian studio behind The Outer Worlds spoke openly about some of his experiences with publishers and why Obsidian ultimately decided to join Microsoft's in-house studio group at GI Live: London earlier this month.

"There has to be a cultural fit. And there has to be an understanding of why they're purchasing you. There has to be absolute clarity in that," said Urquhart.

He revealed that Obsidian was approached by another major publisher before signing with Microsoft in 2018. Urquhart was having lunch with one of the publisher's key figures, who revealed it wasn't truly interested in allowing the studio to continue with its own projects.

"They said: 'Well, have you ever thought about being acquired?' I said: 'Yeah, of course'. And then ultimately what they then said is: 'Well, yeah, I mean, we're just having a real hard time hiring people right now, so it would be great to be able to just buy your studio, then we can take all your people and put them on our projects'.


Feargus Urquhart, Obsidian Entertainment

"I guess, maybe the number can be large enough and that would be fine for you. But I always felt that we always want to be a service to our people that have been with us.

"So, I guess that's the thing. It's understanding what's your number. Understanding your finances. Understanding why [potential purchasers are] making that decision. And then also it just does have to be a cultural fit. You have to be cool being you.

"They have to be people you want to sit down and have a beer with at points in time. And if it's not that, then I think you have to reconsider."
Urquhart encouraged developers to be honest when faced with potential suitors, and not to fear rejection if the other party isn't willing to explain contractual details.

"There's only so much due diligence both sides can do. And it also still relies upon people being true and honest... And it really is these two companies that are just hoping it's going to work.

"I think the best advice I can give to people that are looking through acquisitions is just be upfront. Don't try to hide stuff.

"Because, okay, it would suck if an acquisition doesn't go through. But a lot of times, and this was with Microsoft, we just ended up talking about all the things.

"I mean, if there's something uncomfortable in a contract, don't worry about bringing it up because you're worried they're just going to walk away. If the other side is going to walk away because of some small point in the contract you don't understand, they probably would have walked away anyway.

"Use the acquisition period to kind of learn as much as you can about the other party. A lot of that is just asking questions, sometimes uncomfortable ones... it's like speed dating immediately followed by marriage!"

When asked about what Obsidian's best experiences have been working with publishers, Urquhart had more educational thoughts to share.

"I think publishers all bring different things to the table," he said. "So, there are times that working with a publisher is great financially. Sometimes it gives you a lot more notoriety. Sometimes you're learning something you didn't learn before."

One of Obsidian's first major publishing deals was with LucasArts for Knight of the Old Republic II. He said, initially, he wasn't sure he wanted to work on a Star Wars game at that time, but it was a good fit financially and for the studio's reputation.

"It was one of the best pieces of advice that Ray [Muzyka] and Greg [Zeschuk] from BioWare gave me, because I was still [feeling like], 'Do I want to do a Star Wars game?'. They said: 'Look, dude, when you walk into a bank and you're looking for that first loan and you say you're working on Star Wars, everybody knows what that is'. So, there was a benefit to that."

He praised the marketing and PR support of Bethesda and Take Two as particularly positive during their relationships. "That is what's amazing when you're working with a publisher and they're all-in on something. That's incredible," he said.

He added that Obsidian's experience making Armored Warfare for Mail.ru "taught us a lot about free-to-play games. So much so that, you know, maybe we don't want to do free-to-play games".

In contrast to these positive experiences, Urquhart said the studio has faced challenges, and the number one hurdle was with quality assurance.

"We've had challenges with a fair number of our publishers on the QA front," he said. "It's often a fight, and even to the extent that in our contracts we would often try to get things in, like, 'You have to put this number of QA people on this month', and be super-specific about it."

Urquhart described one of the studio's earliest encounters with QA difficulties: "So, long ago on Neverwinter Nights II, we were working with Atari, and we were having a challenge on the QA front. We were able to sort of work together on a solution, which was we actually created our own QA department here [at Obsidian].

"We actually at one point had 30, or maybe even as many as 35, people in QA just working on Neverwinter Knights II. And that was the solution there, because they [Atari] were having a challenge getting enough QA people."


Urquhart was initially unsure about working on a Star Wars game, until BioWare's Ray Muzyka and Greg Zeschuk convinced him it would making securing funding much easier

Throughout the discussion, Urquhart emphasised the importance of reading contracts thoroughly, so developers understand what they will receive and have ownership of as part of their agreements.

"The one thing that publishers don't want to do a lot of times is be specific, which I understand -- they want to give themselves the opportunity to decide later or make decisions when it makes sense," he said.

"But I would say that there are certain things that we learned over time, like with QA. Where's our logo going to be on the box? Because if it's not talked about in the contract, it might not be on the box at all. Or it might not even be in the [start-up titles]."

He continued: "This is the advice that I give to people, because you might have to sign a contract that's 60 pages, which is just ridiculous. But in the end, all that matters is: What you are getting paid? How are you getting paid? What are your royalties? How do you get your royalties? Not just the amount, but at what point do you get them? You've got to spreadsheet it out. You've got to understand your termination. You've got to understand what you own and don't own coming out of this."

Closing the discussion, Urquhart was asked about what new business opportunities he feels fledgling developers and indies should be getting involved with. The medium or business category itself isn't what matters, he feels. He encouraged developers to focus on building the game they want to make first, and then looking for a partner who's "all-in" on their game.

"Maybe that goes back to what we were talking about before, when you work with a publisher who's all-in," said Urquhart.

"If you're interested and you feel like you can be successful with one of these new options, whether it's monetisation or Game Pass or other kinds of subscription-based stuff, then you should find a partner who's going to be all-in on your game. That feels like the way that you need to go after it."

You can watch the full interview below, or download the podcast version here.
 

Roguey

Codex Staff
Staff Member
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Joined
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Messages
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I wonder which publisher it was who wanted to buy Obsidian but wasn't interested in any of the games Obsidian was currently making. What a strange offer to make.

He added that Obsidian's experience making Armored Warfare for Mail.ru "taught us a lot about free-to-play games. So much so that, you know, maybe we don't want to do free-to-play games".

:lol:
 

Flou

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Joined
Mar 23, 2016
Messages
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Location
Hellsinki
I wonder which publisher it was who wanted to buy Obsidian but wasn't interested in any of the games Obsidian was currently making. What a strange offer to make.

He added that Obsidian's experience making Armored Warfare for Mail.ru "taught us a lot about free-to-play games. So much so that, you know, maybe we don't want to do free-to-play games".

:lol:

Koch Media / Embracer Group? They seem to buy everything they can get their hands on.
 

Roguey

Codex Staff
Staff Member
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Joined
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Messages
36,701
Cross-posting for posterity, but back in July, JES gave a one-hour talk to The Chinese Room. The video is unlisted, I had to dig around in their newsletter archives to find it. :M



Last month we launched TCR Talks - a series of conversations with games industry specialists that are interested in the medium from a cultural perspective. These talks are hosted internally to the staff of The Chinese Room and wider Sumo Digital family, but you, our dear newsletter readers, are receiving exclusive access to these talks!

This month we had the privilege to have a conversation with the legendary Josh Sawyer - Design Director at Obsidian Entertainment. The hour flew by as we spoke about the state of the industry, why it's important for people in games to have interests outside of games, about the chase for fidelity in games, and what is the role of games in shaping the world around us.
 

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