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The Outer Worlds: Spacer's Choice Edition - Obsidian's first-person sci-fi RPG set in a corporate space colony

Wesp5

Arcane
Joined
Apr 18, 2007
Messages
1,951
It's the lack of choices that are bad, just like you can't be mean to Pravati in TOW...

Which somehow reminds me of Vampyr: you are killing and draining humans left and right on the streets, but in conversations you are always the saint! At least in Bloodlines you could play a low humanity character with corresponding lines too...
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
They never changed the story, all they did was change a dialogue option to make the character say "I don't love you, I just want a kid", and nothing else. The protagonist still acts like he/she is in love all the time other than that one specific dialogue.

Really? That's great news. I thought they had caved in and reworked the actual game content. It's still committee-mandated censorship though :(

How is that great news? The reason they don't change it was because they are lazy and arrogant, and refuse to put any effort into doing it (it's not like they put any effort in the first place, the story was complete shit).

For a game that suppose to "let you create your own odyssey", you should have the choices, they should patch it in instead of forcing their shit fanfic on everyone.

It's the lack of choices that are bad, just like you can't be mean to Pravati in TOW, it doesn't make it better simply because the choices you are force to take is a middle finger to the LGBT people.
If Kassandra never has a child then the entire timeline of the series falls apart.
In any game with C&C there will be certain parts that are so important to the overall story that they're immutable because changing it would cause the entire story to fall apart.
 

DalekFlay

Arcane
Patron
Joined
Oct 5, 2010
Messages
14,118
Location
New Vegas
I never went past the bar segment, but that Parvatti questline is realllllly fucking stupid. I get that asexual people exist and like to pretend they're not mentally fucked up in some way, but jesus do we need an endless discussion about it in our sci-fi pirate game? In the most schmaltzy way possible? Also they make it out like her crush better accept her or she's a bitch, which is super retardo.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014


Partial transcription: https://www.gamasutra.com/view/news...skys_design_lessons_from_The_Outer_Worlds.php

Tim Cain and Leonard Boyarsky's design lessons from The Outer Worlds

As you might have noticed by now, Obsidian's The Outer Worlds is not Tim Cain and Leonard Boyarsky's first role-playing game rodeo. The pair have been working in video games since the days of Interplay Entertainment, and now as co-directors of The Outer Worlds, they've teamed up once again to tackle the challenges of creating a unique RPG system for a brand new setting.

A few weeks ago on the GDC Twitch channel, Cain and Boyarsky dropped by to share some of the lessons they learned working on The Outer Worlds, tackling subjects like RPG design processes and methodologies for making interesting choices.

For your convenience, we've pulled some particularly salient highlights about the making of The Outer Worlds below!

Making RPGs in 2019
When Cain and Boyarsky first began working on The Outer Worlds, it occurred to them that the world of game design had dramatically changed since they last worked together on the Vampire: The Masquerade series at Troika Entertainment.

Boyarsky noted that while the RPG genre has gotten more financially viable, it's also twisted and morphed into other genres as well. "There’s always the people who loved RPGs but the mainstream of games seemed to move away from that."

"I thought what they did with Mass Effect was really cool, I think The Witcher is really cool, but we just felt there was a lack of games where you have a blank slate character that was really generated by scratch from the player."

Cain jumped in to point out that when he and Boyarsky first got started in the genre, most RPG designers were working off systems inspired by tabletop design, for taletop players. "I think too is that RPGs used to be heavily influenced by tabletop, and I think computer RPGs are finally becoming their own thing. You don’t have to be a D&D RPG to get a lot of people interested in your game."

With that in mind, Cain said that one of the goals for The Outer Worlds was to design it to be more accessible than some of Obsidian's previous titles. "One of our early pillars that we decided on was that we wanted this game to be easy to get into," he explained. "A lot of RPGs—and a lot of our RPGs had this. The very first thing you were hit with were a ton of numbers, a ton of stuff you had to read in order to get into the game, and for this one said ‘let’s try to move as much character creation out of character creation.’"

"Let them spend skill points later. Let perks come later, let the flaws and stuff come later. Just do some quick character creation."

This is why, when you boot up The Outer Worlds, your character creation is first primarily oriented around appearance, then a base set of traits and "occupation" to help orient your playstyle. Leveling up skill points is then relegated to a sort of batch-upgrade process, where you level up a category, but then after a certain point you're allowed to level up individual skills to receive more fine-tuned benefits.

This runs counter to the older RPGs Cain and Boyarsky worked on, where character creation might involve players putting points into skills they couldn't use until several hours later.

"I think that gets more casual players but I think still appeals to hardcore players," Boyarsky added. "They have their depth, it just comes later."

These design decisions deliberately run counter to some of the RPG mainstays that Cain and Boyarsky relied on for years. But as the pair explained, just because it worked in their old games didn't mean it was right for a game trying to be more accessible.

"That’s why I like having worked with Leonard for so long because we could literally have a conversation and say ‘hey you know that stupid thing we did in one of our games? Let’s not do it in this game,'" said Cain.

"That was on our to-do list," Boyarsky deadpanned. "Don’t do our stupid things we had done before."

Designing the first few hours of The Outer Worlds
When digging into that unique leveling system, Cain credited creative director Josh Sawyer with creating the grouped attributes, instead of having players pick specific skills at the start of the game. "Josh Sawyer said ‘Hey that’s gotta make people really want to specialize. It’s kind of penalizing to generalists,’" Cain explained. "And so I redesigned it so that the points you put into the categories spread out to all the skills in that category in the beginning."

"And suddenly what we had was a game where I didn’t have to think about anything other than I like using guns. It doesn’t matter whether I like using handguns or rifles or heavy weapons. I just like guns. That’s all you have to think about from anywhere between five to ten levels."

Boyarsky also credited Sawyer with one key design decision that helped Obsidian test how players were acclimating to their game. "In the very first area of the game there were a lot of skill checks all over the place. hHe was mentioning that to us and like you know that’s a really good thing to keep in mind."

"We really just wanted to give players a lot feedback early on that all of their choices were mattering."

Those skill checks proved to be part of a bigger design decision for Cain and Boyarsky as well. The Outer Worlds, unlike many of its predecessors, has manged to ship without a wide array of complaints about bugs. Cain says this was a result of a deliberate process. "One thing I tried to do as early as I could as I wrote up all the playthrough paths I wanted supported," he said.

"On a game like this I didn’t try to do every single one cause that was hard, but I tried to do major ones like make a character who fights mainly with guns do one with melee. Make a character who uses science weapons, make a character who tinkers everything. One of them was a dumb character, one of them I said make a character who kills everybody---everybody. Run across and kill them before they even talk to you."

"I’m sure QA had a lot of fun with that one but that actually tested a lot of things in the game about can quests continue without a quest giver? What happens when people tinker their weapons way outside the level range we’re expecting? What happens when people go in with wildly different skill sets? We got a lot of feedback from QA that helped us fix a lot of quests and other content in the game to make it viable for every kind of character."

Boyarsky added that The Outer Worlds' design process was much more content-locked early in development as opposed to later in development. "That means you’re developing the game way further into the beta than you should be," he explained. "You know, you shouldn’t be developing very seriously past alpha. You know we always end up pushing that, you know but you want a really good beta period where the game is playable from start to end, all the contents in there."

"A lot of times we were just so passionate about what we were doing in that past that we wouldn’t make those cuts and this time we forced ourselves to make those tough choices earlier before, and that enabled Tim to play the game 17 times [to find bugs] instead of developing the game."

Making "choice" decisions
Of course, Cain and Boyarsky's games have long been praised for the way their philosophy on role-playing also plays out in narrative choices. Rarely do dialogue trees contain "good/evil/neutral," rather they tend to explore conflicting factional motivations and help players figure their own way through the moral muck.

This was something of a bugbear for Boyarsky, who went hard in the paint for the notion that choice shouldn't be good or bad. "It should always feel like you’re making a difficult choice...maybe on the surface it seems very simple but as soon as you dig into it at all it gets a lot more complex," he explained.

Part of the goal for Boyarsky and Cain was to drive choices around different expected player archetypes. These informed the prescribed routes for testers that Cain mentioned before, and are informed by the kinds of design work the pair have been doing since the days of Fallout. "The choices we came up with way back with Fallout is still at the heart of everything. You need to be able to talk your way by, fight your way or stealth your way through the game," said Cain.

"But really when we’re developing these kinds of things it really does come down to how can we emphasize the players choice? One of the things I like to do with the writers you know using [the town of] Edgewater as an example, at the surface it might seem very very simple. Here’s the group of people that are kind of bad, people who are very poor, people who are kind of good, so I always want the writers to add depth to the characters, and having the character that might on the surface seem like an evil choice or the bad choice is actually a very noble character who might be completely misguided but is doing this for the right reasons."

Cain and Boyarsky have been particularly chuffed watching streamers play The Outer Worlds and responding to their tough choices. The pair noted that streaming has also afforded them opportunities to see content they didn't even know was in the game.

Streaming has also helped them learn from the choices players are making--and turned out to be a surprising new vector for analyzing player behavior. "So you can see what people do—which sometimes isn’t what they report.
 

jf8350143

Liturgist
Joined
Apr 14, 2018
Messages
1,358
They never changed the story, all they did was change a dialogue option to make the character say "I don't love you, I just want a kid", and nothing else. The protagonist still acts like he/she is in love all the time other than that one specific dialogue.

Really? That's great news. I thought they had caved in and reworked the actual game content. It's still committee-mandated censorship though :(

How is that great news? The reason they don't change it was because they are lazy and arrogant, and refuse to put any effort into doing it (it's not like they put any effort in the first place, the story was complete shit).

For a game that suppose to "let you create your own odyssey", you should have the choices, they should patch it in instead of forcing their shit fanfic on everyone.

It's the lack of choices that are bad, just like you can't be mean to Pravati in TOW, it doesn't make it better simply because the choices you are force to take is a middle finger to the LGBT people.
If Kassandra never has a child then the entire timeline of the series falls apart.
In any game with C&C there will be certain parts that are so important to the overall story that they're immutable because changing it would cause the entire story to fall apart.

How does Kass/Alexios' child has anything to do with the entire series? They already abandon the "you need to relate to the character to relive their memory" years ago. Now they just retract the DNA from the spear.

The other protagonists are not related to them, they don't create the creed, their bloodlines dies with Bayek and Aya's child. It's a entire pointless plot just to force a connection between Odyssey and Origin.

And even if their bloodline is somewhat important, they are not the only one in the families that lives. Both of them are in the game, you can let any of them have a kid at anytime without forcing it on the one you are controlling.
 

BlackGoat

Arbiter
Joined
Sep 15, 2014
Messages
505
Be cool if there was a twist at the end of the Parvati questline where you find out that she hadn't actually been texting with Junlei this entire time and that she's actually a psychopath

This game is really bad, men. Just got to Byzantium and I'm rushing just so I can finish this off and delete it and forget it (and unsub GamePass). The whole game is Bethesda tier. Probably sub-Bethesda tier, which is crazy. What are these quests? Get me my tossball poster? Investigate this murder that takes two seconds and then you can just immediately "Persuade" the killers to Leave? That Celia Robbins character who immediately starts gushing about the boy across the way? No romances in this game yet I play matchmaker for the universe. Just finished the vicars questline and lolwut

Everything feels like a placeholder for real writing and design that never actually came
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Chris L'Etoile updated his Linkedin profile:

Narrative Designer
Company Name Obsidian Entertainment
Dates Employed May 2017 – Present
Employment Duration 1 yr 11 mos
Location Irvine, CA

The Outer Worlds
• Authored character arc and dialogue for party member Parvati Holcomb.
• Developed content plan and wrote dialogue for [Redacted] faction content chain.
• Contributed to area design, concepted side-quests, and wrote most dialogue for roleplaying hubs [Redacted 1] and [Redacted 2].

He filled the redacted parts:

The Outer Worlds
• Authored character concept, arc, and dialogue for party member Parvati Holcomb.
• Developed content plan and wrote dialogue for Sublight Salvage faction content chain.
• Contributed to area design and wrote main quest dialogue and ambient NPCs for roleplaying hubs Groundbreaker and Midway (cut before ship).

(Btw he's working on an Alien game, supposedly multiplayer shooter, at Fox-owned studio. Well, I hope his new job won't be stomped by Bob Iger who's eager to dispose of video game business.)
 

Orma

Arcane
Patron
Joined
Aug 10, 2012
Messages
1,698
Location
Kraków
Torment: Tides of Numenera
in fact its so good, it even makes you think its less evil to work for blatant criminals than to work for capitalists

Not to mention some of their quests involve sabotaging and even killing said capitalists
 

vonAchdorf

Arcane
Joined
Sep 20, 2014
Messages
13,465
I just realized, that my party in Darklands is also ace / aro - not a single word about relationships or anything remotely sexual. Only companionship.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,738
So TOW's critical path was in fact written by multiple writers instead of one? Not the greatest decision (of course one would argue this didn't help Pillars of Eternity). :M

Tim Cain said:
"hey you know that stupid thing we did in one of our games? Let’s not do it in this game,"

"Complex character creation is stupid," - Tim Cain

Cain credited creative director Josh Sawyer with creating the grouped attributes,

Boyarsky also credited Sawyer with one key design decision that helped Obsidian test how players were acclimating to their game. "In the very first area of the game there were a lot of skill checks all over the place. hHe was mentioning that to us and like you know that’s a really good thing to keep in mind."

He's the design director, his touch reaches everything they do now.

"Sawyer's not involved, he was told not to interfere," some said.

Nigga, have you seen Chorus?

Looks like a really self-indulgent art game, I'm happy for him.
 
Self-Ejected

MajorMace

Self-Ejected
Patron
Joined
May 6, 2018
Messages
2,008
Location
Souffrance, Franka
A little bit more effort Roguey and you might convince some people that Sawyer is actually responsible for Cain & Boyarsky's game ending up even less interesting than poe. Also, your attunement shall be complete, needless to add.
 

Quillon

Arcane
Joined
Dec 15, 2016
Messages
5,297
https://blog.eu.playstation.com/201...-its-new-sci-fi-rpg-the-outer-worlds-to-life/

How Obsidian brought its new sci-fi RPG The Outer Worlds to life
The game's directors offer insight into the studio's unique take on the genre

By Justin Massongill

SIEA Social Media Specialist

Blasting off into The Outer Worlds truly feels like visiting a new, quirky universe. The developers at Obsidian tapped into deep narrative roots to actualise a future where corporations rule the stars with cheesy slogans and shoddy products. Lead game directors, Tim Cain and Leonard Boyarsky, offer insights about bringing this immersive, humourous experience to life.

PlayStation Blog: Why did Obsidian decide to frame society in Halcyon around all-encapsulating capitalism?

Leonard Boyarsky: That came about as a reaction to Tim’s wanting to explore the inherent silliness of corporations and their desire to brand everything. Those initial sillier discussions led to us brainstorming what would happen if those same corporations were in complete control of a society. Which was decidedly not silly.

From there, how did they decide on the types of schmuck companies? Did you start with Saltuna and work back from there or start from the concept of Spacer’s Choice and then decide the products?

Tim Cain: The first company was Spacer’s Choice, which was a riff on Trucker’s Choice Pep Pills from The Simpsons. I imagined it as a company that made almost every type of product, but none of them were good. But they were cheap. After that, I created a rival company, which was Auntie Cleo’s, and they tried to differentiate themselves as better than everyone else.

Other companies quickly followed based on the needs for certain products in the game, like C&P for food, Hammersmith for weapons (oddly enough, they sold no hammers), Brook & Olson for armour, and Rizzo’s for candy and soda. Every time I invented a company, I tried to imagine some rival companies, so Hammersmith had Aramid Ballistics, Joch, and T&L. Each company had something it was known for, like higher condition maximum or more mod slots. Something to make the player get an impression of what each brand was best at.

What was the process like writing all the marketing slogans?

Tim Cain: I wrote most of the slogans over a short period of time. I usually riffed on existing slogans (like “it’s near this complete breakfast” or “boarst pockets!”). Sometimes I liked to imagine how a nice-sounding slogan would end badly, such as “Tastes fresh because…” I thought of endings like “it’s full of preservatives” or “we inject it with ozone,” but I finally settled on the simple “it was.” I found that the simple slogans really made people laugh.

How did you flesh out the religions of Scientism and Philosophism? Were there real world inspirations?

Leonard Boyarsky: Scientism started with its name, yet another Simpsons’ reference (their official name, ‘The Order of Scientific Inquiry,’ came later). After settling on that, I began exploring what type of religion could be worthy of that name, and what type of purely materialistic religion the corporations might espouse as a way to remove everything spiritual from their workers’ lives.

I’ve always been fascinated by Laplace’s demon, the idea that somehow the entirety of the universe could be divined if only we had enough information, so I worked that in as well in the guise of their ‘Universal Equation,’ their version of their ‘divine right’ to rule.

The name Philosophism came from Theosophy, a turn of the century mystical philosophy/religion, which, except for their shared belief in a personal experience of God, is about where the similarities end. It was designed as a specific answer to Scientism’s ordered, deterministic ideology.

We took aspects of various eastern religions and mashed them together to come up with something that was vague enough to be misinterpreted by many people in the colony and was also easy for the Board to turn into something to scare their workers with. It was also designed in such a way that there’d be an interesting gap between it and Scientism that could be filled in by Vicar Max’s spiritual quest.

Describe how the team went about creating the game’s various companions.

Leonard Boyarsky: With the exception of Ellie and Felix, we started with basic archetypes – the big game hunter, the disgruntled truth seeker, the naïve innocent, etc., and then we put our own spin on them. For Ellie and Felix, we just needed two temp companions who could talk to each other as they followed the player around for our vertical slice, but we liked them so much we decided to keep them.


What’s the process for writing various companion interaction dialogues? Is there, say, a matrix of the different pairings and how they’ll interact or what topics will come up between them?

Leonard Boyarsky: When we were establishing the companions’ personalities it became pretty obvious which NPCs they’d have issues with and which they’d agree with, including the other companions. Some of their interjections (like Nyoka’s Information Broker interactions) were planned out from the beginning, but many of them were second pass, with the writers running through conversations in-game and picking spots where their companions would naturally interject.

What are your favourite companion combinations?

Leonard Boyarsky: It’s hard to pick, I like them all for different reasons. Having been the main writer on Max, I’m partial to his pairings with the other companions. I love how they all shut him down whenever they get the chance.

Which companion / NPC confrontations are your favourite?

Leonard Boyarsky: Again, it’s hard to pick just one. In general, I really like the ones where the companions’ personalities and beliefs are revealed in a quick back and forth, like Felix with Anton, or Max with Graham. Or Ellie and her parents. Or Nyoka and everyone in Monarch. Or…

Parvati is asexual. Tell us about writing romance for her character and why she was written in that direction.

Leonard Boyarsky: That aspect of Parvati came from her original writer, Chris L’Etoile. After he left the project, she was taken over by Kate Dollarhyde, who continued to expand on those themes. There was no specific directive they were fulfilling; it all came from the characterization they wanted to explore for her.


Who writes the emails and all the documents found throughout the world?

Leonard Boyarsky: All the writers contributed to those.

Was there a reason for keeping the Board faceless and mysterious for as long as possible?

Leonard Boyarsky: It was partially by design, partially due to time constraints. The original idea was to limit exposure to them to make them feel more monolithic and impersonal, but a lot of the advertisements and news stories featuring the Chairman we did have planned throughout the game ended up getting cut. So they became even more faceless and mysterious.

Which joke are you most proud of?

Leonard Boyarsky: There are so many I love it’s hard to pick one. What I’m most proud of, however, is the positive reactions we’ve gotten for our humour overall. It’s impossible to guess how humour is (or isn’t) going to land, but it does feel like a lot of players are enjoying it.

What is one hard-to-find, narrative-rich side quest that you really hope players find?

Leonard Boyarsky: We’re not telling.

Max vs Graham was pretty good, yeah.
 

Mess

Literate
Joined
Oct 9, 2019
Messages
5
Quite simply: Before buying a new Obsidian game in the future, i'll check the writing crew first. If the trio of Carrie patel, Kate Dolarhyde and Megha starks is at the helm, i'll pass. I think Megan Starks has potential but if you add Carrie patel, Kate Dolarhyde, then it's a no go. They made me cringe way too much while playing The Outer Worlds....that and the overall dumbed down feel of the game. But yay, no bugs. That's an improvement I guess...
 

DalekFlay

Arcane
Patron
Joined
Oct 5, 2010
Messages
14,118
Location
New Vegas
Just finished my anti-Board playthrough. The story and such are so much better that way, game obviously wasn't well designed for both sides. The last level makes ten times more sense, as well. After uninstall my final thoughts are: entertaining, but far from great. Good one minute, very meh the next, but definitely worth playing. P.S. I played on "normal" the second half of my second playthrough because I didn't care anymore, and holy shit it's so easy. Even "hard" was easy, but "normal" is literally brain-dead story mode. Can't imagine how easy the lower difficulties are.
 

Junmarko

† Cristo è Re †
Patron
Joined
Jun 20, 2011
Messages
3,555
Location
Schläfertempel
Just finished my anti-Board playthrough. The story and such are so much better that way, game obviously wasn't well designed for both sides.
That's the biggest problem. Going pro-board means experiencing Byzantium before Monarch, and it just doesn't measure up as a fleshed out hub.

Urban landscape could've been great for some espionage factional warfare.
 

Riddler

Arcane
Patron
Joined
Jan 5, 2009
Messages
2,390
Bubbles In Memoria
They never changed the story, all they did was change a dialogue option to make the character say "I don't love you, I just want a kid", and nothing else. The protagonist still acts like he/she is in love all the time other than that one specific dialogue.

Really? That's great news. I thought they had caved in and reworked the actual game content. It's still committee-mandated censorship though :(

How is that great news? The reason they don't change it was because they are lazy and arrogant, and refuse to put any effort into doing it (it's not like they put any effort in the first place, the story was complete shit).

For a game that suppose to "let you create your own odyssey", you should have the choices, they should patch it in instead of forcing their shit fanfic on everyone.

It's the lack of choices that are bad, just like you can't be mean to Pravati in TOW, it doesn't make it better simply because the choices you are force to take is a middle finger to the LGBT people.
If Kassandra never has a child then the entire timeline of the series falls apart.
In any game with C&C there will be certain parts that are so important to the overall story that they're immutable because changing it would cause the entire story to fall apart.

Should you play as the guy or the girl in Odyssey?
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
They never changed the story, all they did was change a dialogue option to make the character say "I don't love you, I just want a kid", and nothing else. The protagonist still acts like he/she is in love all the time other than that one specific dialogue.

Really? That's great news. I thought they had caved in and reworked the actual game content. It's still committee-mandated censorship though :(

How is that great news? The reason they don't change it was because they are lazy and arrogant, and refuse to put any effort into doing it (it's not like they put any effort in the first place, the story was complete shit).

For a game that suppose to "let you create your own odyssey", you should have the choices, they should patch it in instead of forcing their shit fanfic on everyone.

It's the lack of choices that are bad, just like you can't be mean to Pravati in TOW, it doesn't make it better simply because the choices you are force to take is a middle finger to the LGBT people.
If Kassandra never has a child then the entire timeline of the series falls apart.
In any game with C&C there will be certain parts that are so important to the overall story that they're immutable because changing it would cause the entire story to fall apart.

Should you play as the guy or the girl in Odyssey?
Girl.
The story was written for her and her VA is much better.
 

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