The flaw system is fairly fresh or at least a re-imagionation/twist of the trait system if anything. Leadership is huge improvement over Charisma from FNV.
The game certainly has fresh ideas or fresh takes on old ideas. It certainly something that we can't graps at fullest without actually play the game. Only a handful of flaws was actually revealed for example.
"Balanced" or "illusion of choice", it's too early to tell which "design philosophy" it is.Behold the incredibly deep RPG systems of The Outer Worlds:
I'm sure that whopping 3% increase in food effect duration will be a game changer during my playthrough.
Just as I suspected, all of Obsidian has now adopted the design philosophy of Pillars and Tyranny of making everything 'balanced'. Between this and their decision to painstakingly recreate the Bethbryo aesthetic, I'm not getting the impression this was a project Cain & Boyarsky had a strong creative role in despite the game being advertised with their names.
Behold the incredibly deep RPG systems of The Outer Worlds:
I'm sure that whopping 3% increase in food effect duration will be a game changer during my playthrough.
Just as I suspected, all of Obsidian has now adopted the design philosophy of Pillars and Tyranny of making everything 'balanced'. Between this and their decision to painstakingly recreate the Bethbryo aesthetic, I'm not getting the impression this was a project Cain & Boyarsky had a strong creative role in despite the game being advertised with their names.
I'm sure that whopping 3% increase in food effect duration will be a game changer during my playthrough.
Just as I suspected, all of Obsidian has now adopted the design philosophy of Pillars and Tyranny of making everything 'balanced'. Between this and their decision to painstakingly recreate the Bethbryo aesthetic, I'm not getting the impression this was a project Cain & Boyarsky had a strong creative role in despite the game being advertised with their names.
Troika wasn’t particularly innovative and they made fantastic stuff.
Arcanum was pretty innovative (character creation, crafting, some quest design etc-etc). For ToEE, innovation was already in the concept for the game (translating the rules and making them work in a cRPG). I don't know much about Bloodlines.
So what is the joke supposed to be? I don't remember the traits and backgrounds in Fallout and Arcanum being this useless.Dude, those career aptitudes are there as a joke--it's what you were supposed to do for a living in the colony.
Fallout was a AAA title.If you want something different and innovative, you go play indie games. Mainstream games, even just a AA one instead of AAA one is not and never will be the birth place of some mind blown never done before style ideas.
Behold the incredibly deep RPG systems of The Outer Worlds:
I'm sure that whopping 3% increase in food effect duration will be a game changer during my playthrough.
Just as I suspected, all of Obsidian has now adopted the design philosophy of Pillars and Tyranny of making everything 'balanced'. Between this and their decision to painstakingly recreate the Bethbryo aesthetic, I'm not getting the impression this was a project Cain & Boyarsky had a strong creative role in despite the game being advertised with their names.
They literaly said in the ign vídeo that aptitudes aren't meant to be important and was little buffs in purpose. Its more for the joke and perhaps encourages your to role playing but nothing major.
Yes, adding something like the trait system in Fallout but neutering it for less Q&A time is a very clever troll.
Behold the incredibly deep RPG systems of The Outer Worlds:
I'm sure that whopping 3% increase in food effect duration will be a game changer during my playthrough.
Just as I suspected, all of Obsidian has now adopted the design philosophy of Pillars and Tyranny of making everything 'balanced'. Between this and their decision to painstakingly recreate the Bethbryo aesthetic, I'm not getting the impression this was a project Cain & Boyarsky had a strong creative role in despite the game being advertised with their names.
They literaly said in the ign vídeo that aptitudes aren't meant to be important and was little buffs in purpose. Its more for the joke and perhaps encourages your to role playing but nothing major.
Yes, adding something like the trait system in Fallout but neutering it for less Q&A time is a very clever troll.
Yes, adding something like the trait system in Fallout but neutering it for less Q&A time is a very clever troll
Yes, adding something like the trait system in Fallout but neutering it for less Q&A time is a very clever troll
They don't need the trait system when the flaw system exist and serve the same purpose. Pick something that gives you downside and upside.
Behold the incredibly deep RPG systems of The Outer Worlds:
I'm sure that whopping 3% increase in food effect duration will be a game changer during my playthrough.
Just as I suspected, all of Obsidian has now adopted the design philosophy of Pillars and Tyranny of making everything 'balanced'. Between this and their decision to painstakingly recreate the Bethbryo aesthetic, I'm not getting the impression this was a project Cain & Boyarsky had a strong creative role in despite the game being advertised with their names.
They literaly said in the ign vídeo that aptitudes aren't meant to be important and was little buffs in purpose. Its more for the joke and perhaps encourages your to role playing but nothing major.
Yes, adding something like the trait system in Fallout but neutering it for less Q&A time is a very clever troll.
They added flaws instead of traits. I think it required more QA time than traits would have.
Yes, adding something like the trait system in Fallout but neutering it for less Q&A time is a very clever troll.
That is not the trait system equivalent for Outer Worlds. Flaws are. And there's a shitload of perks as well.
The vast majority of flaw drawbacks are 2-3 of your stats being reduced when in the presence of a monster. The rest are taking extra damage.
All of the flaw benefits are extra perks, which are another system.
Every time I see Ellie, I can't help but think fondly upon Sailor Woedica. There's no way I could harm a single hair on her head.I'm gonna kill any NPC who has that iconic TOW hairstyle. The one on Ellie's head. That'll be a pillar of my character's RP. I already know the fucking ship AI has that same haircut. Would be pleasantly surprised if I can "turn her off".