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Tags: Obsidian Entertainment; The Outer Worlds 2
https://www.ign.com/articles/how-th...go-wild-with-rpg-character-building-ign-first
Having finally seen The Outer Worlds 2 for myself, it’s clear that leaning into deeper RPG elements was one of the priorities for developer Obsidian. Where the first game was more approachable with streamlined systems and progression for building out your character, the sequel is about avoiding homogeneity, and even egging you on to play in unorthodox fashion. But it’s not entirely about being complex for the sake of it. The Outer Worlds 2 wants players to get creative, become more specialized with the things they spec into, and maybe embrace the oddball choices they may have to make.
“We're looking for ways to incentivize the player to experiment with different builds, either traditional or non-traditional,” design director Matt Singh told me in a conversation about how the team has revamped its RPG mechanics. When speaking to the broader approach, he said “We really wanted to lean into synergies, looking at how player Skills, Traits, and Perks can all infuse into interesting builds that play off of other systems.” You could see some of these ideas at work in our exclusive 11 minutes of The Outer Worlds 2 gameplay, where the new gunplay, stealth, gadgets, and dialogue were showcased. But for this part of our IGN First for exclusive coverage on The Outer Worlds 2, we’re focusing on the nitty gritty of how all these systems have been reworked and what you can expect from them.
Rethinking the Skill System
“We would often see characters good at everything, which by the end of the game, minimized your personal experience with your character,” lead systems designer Kyle Koenig told me when reflecting on the first game and considering changes for the sequel. Part of how Obsidian is doing that is by moving away from the Skill categories that grouped your stats together in the original and going with individual Skills that have more drastic differences between them. “We wanted to focus on making each individual level-up and investment really important. There's less confusion on when I should invest in one Skill or the other. If I want to be a player that's all about guns and using medical devices, I know which Skills I really need to care about. By having them separated and not in groupings, it lets characters be more specialized.”
Singh added, “There's more than just a traditional stealth-focused build, combat-focused build, or speech-focused build. There's a lot of blending of concepts, playing with other systems and incorporating those into a pretty broad, but unique range of different player profiles.” He alluded to having certain investments in Skills manifest in other ways such as Observation, which can highlight things in the environment that you wouldn’t be able to identify otherwise like secret doors or objects to interact with that can lead to alternate paths forward.
On the surface, that may seem expected for an RPG – if anything, The Outer Worlds was the outlier with the way it grouped Skills together. However, in the sequel, it’s about using the revised Skill system to create greater distinctions and open more possibilities in character builds, especially as it relates to the revamped Perks system.
The Perks of Getting Experimental
Obsidian seems focused on specificity and offering unique avenues for play. “We've significantly increased the number of Perks with over 90 of them – each of those requiring various Skills to unlock. As you invest in Skills, it changes how you can invest in Perks and leads you down many different paths,” Koenig explained. He gave an example with a Perk called Run and Gun for those who prefer using shotguns, SMGs, and rifles which allows you to fire while sprinting or sliding, and combined with Tactical Time Dilation (TTD), bullet-time action can very much be part of your repertoire in The Outer Worlds 2. He also teased Space Ranger, which is a Perk that gives you certain interactions in dialogue while granting you damage boosts based on your Speech stat. “The way we looked at them when designing them was to look at what are all the different modes of gameplay the player has, and what are all the actions they can take and how can we modify them,” he stated.
“We have a lot of Perks that are catered towards non-traditional play styles,” Singh mentioned, giving an example of carving out a build for players who essentially kill every NPC in sight. You can go down that route and lean into it with Perks such as Psychopath and then Serial Killer that’ll grant bonuses, like permanent health boosts, for playing this way. “Especially in an Obsidian game where we allow you to kill anybody – the game's going to respond, it's going to roll with it, and you're going to still be able to complete the game. It's actually a really fun way to play in a second or third playthrough just to see how far you can take it.”
As for more traditional playstyles, Koenig gave some insight on character builds that take advantage of the elemental aspects of combat by exploiting the different damage types. “Even if you want to mix and match them, you can be a character that's all about plasma and burning things alive while getting healing from it – or using shock damage to scramble automechs and have them fight for you temporarily while paralyzing creatures and humans – or using corrosive damage to take away all their armor and make it so all your attacks against them are critical hits that deal insane amounts of damage.”
Singh stressed that there are other avenues to get experimental, referencing opportunities to opt into detrimental effects that’ll buff another aspect of your character. He mentioned mechanics that can reward you for putting yourself in harm's way, positing the question, “How do I construct a build where I'm actually incentivized to get in there and take damage so that I can then do other things effectively? I really like those kinds of creative builds that allow you to play with that idea and convert something that might be negative into a positive aspect of your build.” That design philosophy was part of the original, but now that’s a driving force for The Outer Worlds 2, especially as it relates to Traits and Flaws.
https://www.ign.com/articles/how-th...go-wild-with-rpg-character-building-ign-first
Having finally seen The Outer Worlds 2 for myself, it’s clear that leaning into deeper RPG elements was one of the priorities for developer Obsidian. Where the first game was more approachable with streamlined systems and progression for building out your character, the sequel is about avoiding homogeneity, and even egging you on to play in unorthodox fashion. But it’s not entirely about being complex for the sake of it. The Outer Worlds 2 wants players to get creative, become more specialized with the things they spec into, and maybe embrace the oddball choices they may have to make.
“We're looking for ways to incentivize the player to experiment with different builds, either traditional or non-traditional,” design director Matt Singh told me in a conversation about how the team has revamped its RPG mechanics. When speaking to the broader approach, he said “We really wanted to lean into synergies, looking at how player Skills, Traits, and Perks can all infuse into interesting builds that play off of other systems.” You could see some of these ideas at work in our exclusive 11 minutes of The Outer Worlds 2 gameplay, where the new gunplay, stealth, gadgets, and dialogue were showcased. But for this part of our IGN First for exclusive coverage on The Outer Worlds 2, we’re focusing on the nitty gritty of how all these systems have been reworked and what you can expect from them.
Rethinking the Skill System
“We would often see characters good at everything, which by the end of the game, minimized your personal experience with your character,” lead systems designer Kyle Koenig told me when reflecting on the first game and considering changes for the sequel. Part of how Obsidian is doing that is by moving away from the Skill categories that grouped your stats together in the original and going with individual Skills that have more drastic differences between them. “We wanted to focus on making each individual level-up and investment really important. There's less confusion on when I should invest in one Skill or the other. If I want to be a player that's all about guns and using medical devices, I know which Skills I really need to care about. By having them separated and not in groupings, it lets characters be more specialized.”
Singh added, “There's more than just a traditional stealth-focused build, combat-focused build, or speech-focused build. There's a lot of blending of concepts, playing with other systems and incorporating those into a pretty broad, but unique range of different player profiles.” He alluded to having certain investments in Skills manifest in other ways such as Observation, which can highlight things in the environment that you wouldn’t be able to identify otherwise like secret doors or objects to interact with that can lead to alternate paths forward.
On the surface, that may seem expected for an RPG – if anything, The Outer Worlds was the outlier with the way it grouped Skills together. However, in the sequel, it’s about using the revised Skill system to create greater distinctions and open more possibilities in character builds, especially as it relates to the revamped Perks system.
The Perks of Getting Experimental
Obsidian seems focused on specificity and offering unique avenues for play. “We've significantly increased the number of Perks with over 90 of them – each of those requiring various Skills to unlock. As you invest in Skills, it changes how you can invest in Perks and leads you down many different paths,” Koenig explained. He gave an example with a Perk called Run and Gun for those who prefer using shotguns, SMGs, and rifles which allows you to fire while sprinting or sliding, and combined with Tactical Time Dilation (TTD), bullet-time action can very much be part of your repertoire in The Outer Worlds 2. He also teased Space Ranger, which is a Perk that gives you certain interactions in dialogue while granting you damage boosts based on your Speech stat. “The way we looked at them when designing them was to look at what are all the different modes of gameplay the player has, and what are all the actions they can take and how can we modify them,” he stated.
“We have a lot of Perks that are catered towards non-traditional play styles,” Singh mentioned, giving an example of carving out a build for players who essentially kill every NPC in sight. You can go down that route and lean into it with Perks such as Psychopath and then Serial Killer that’ll grant bonuses, like permanent health boosts, for playing this way. “Especially in an Obsidian game where we allow you to kill anybody – the game's going to respond, it's going to roll with it, and you're going to still be able to complete the game. It's actually a really fun way to play in a second or third playthrough just to see how far you can take it.”
As for more traditional playstyles, Koenig gave some insight on character builds that take advantage of the elemental aspects of combat by exploiting the different damage types. “Even if you want to mix and match them, you can be a character that's all about plasma and burning things alive while getting healing from it – or using shock damage to scramble automechs and have them fight for you temporarily while paralyzing creatures and humans – or using corrosive damage to take away all their armor and make it so all your attacks against them are critical hits that deal insane amounts of damage.”
Singh stressed that there are other avenues to get experimental, referencing opportunities to opt into detrimental effects that’ll buff another aspect of your character. He mentioned mechanics that can reward you for putting yourself in harm's way, positing the question, “How do I construct a build where I'm actually incentivized to get in there and take damage so that I can then do other things effectively? I really like those kinds of creative builds that allow you to play with that idea and convert something that might be negative into a positive aspect of your build.” That design philosophy was part of the original, but now that’s a driving force for The Outer Worlds 2, especially as it relates to Traits and Flaws.