+++ Obsidian Entertainment's Tyranny Manifests the Unimaginable +++
“Innovation at Obsidian Entertainment is not about dreaming of tomorrows RPG. It’s about accelerating toward it,” says Shane DeFreest. “We’re able to anticipate the needs of RPG gamers because we know them better than anybody. Sometimes, we deliver a reality before others have even begun to imagine it.”
Welcome Obsidian Entertainment's Tyranny, the first performance vehicle for Obsidian Entertainment’s latest platform breakthrough, adaptive storytelling. The game translates deep research in digital, electrical and mechanical literature into a product designed for playing. It challenges traditional understanding of reading, proposing an ultimate solution to individual idiosyncrasies in storytelling and dramatic preference.
Functional simplicity reduces a typical gamers concern, distraction. “When you load up the game, your character will be presented with a large wheel of hundreds of choices and the system will automatically select one of it,” explains Adam Brennecke, Senior Innovator, Obsidian Entertainment, Inc., and the project’s technical lead. “Then there are two buttons on the side of the wheel to go more good and evil. You can adjust it until it’s perfect.”
For DeFreest, the innovation solves another enduring gamers quandary: the ability to make swift micro-adjustments. Undue pressure caused by tight cooldowns and mouse slippage resulting from badly designed minigames are now relics of the past. Precise, consistent, personalized storytelling can now be manually adjusted on the fly. “That’s an important step, because gamers undergo an incredible amount of stress during play,” she says.
Brennecke began pondering the mechanics shortly after meeting Joshua Eric Sawyer, who dreamed of making adaptive storytelling a reality. He asked if he wanted to figure it out — not a replication of a preexisting idea but as “the first baby step to get to a more sophisticated place.” The project caught the attention of a third collaborator, Obsidian Entertainment, Inc. President & CEO Feargus Urquhart, who helped guide the design.
The process saw Brennecke brainstorming with a group of engineers intent on testing his theories. They first came up with an MMORPG featuring an external generator. While far from the ideal, it was the first of a series of strides toward Brennecke's and Saywer’s original goal: to embed the story components into such a small space that the design moves with the game and absorbs the same path the player is chosing.
Through 2013, Sawyer and Brennecke spearheaded a number of new systems, a pool of prototypes and several trials, arriving at a wheel-based choosing mechanism. In April 2015, Beers was tasked with making a self-choosing Obsidian Entertainment^TM Story System for Pillars of Eternity to celebrate the icon’s true fictional release date of October 21. The final product quietly debuted Obsidian Entertainment’s new adaptive technology. Shortly after, the completion of the more dynamic, automated version they’d originally conceived, the Obsidian HyperAdapt 1.0, confirmed the strength of the system.
“It’s a platform,” Brennecke says, “something that helps envision a world in which product changes as the gamer changes.”
The potential of adaptive storytelling for the gamer is huge, Sawyer adds, as it would provide tailored-to-the-moment custom fit. “It is amazing to consider a game that senses what the player needs in real-time. That eliminates a multitude of distractions, including mental attention, and thus truly benefits game flow.”
He concludes, “Wouldn’t it be great if a game, in the future, could sense when you needed to have it more good or more evil? Could it take you even further than you’d normally go if it senses you really need extra social justice in this moment in the game, right now? That’s where we’re headed. In the future, product will come alive.”
In short, the Obsidian Entertainement HyperAdapt 1.0^TM is the first step into the future of adaptive storytelling. It’s currently manual (i.e., gamer controlled) but it makes feasible the once-fantastic concept of an automated, nearly symbiotic relationship between the player and consequences.
The Obsidian Entertainement HyperAdapt 1.0^TM will be available ONLY to Obsidian Entertainment Plus members with the exclusive Tyranny PLUS DLC releasing Holiday 2016. The ending will feature three different colors. To become a Obsidian Entertainment Plus member and sign up for notifications about Obsidian Entertainement HyperAdapt 1.0^TM, go to ObsidianEntertainment.com.