I’m not saying an RPG has to be bland mush to have mass market appeal. It’s certainly possible to thread that needle, although it’s exceedingly rare (and based on your examples, it seems to require both a big budget and an existing franchise with a pretty big fanbase). I’m just saying it’s much, much easier to achieve commercial success by making bland mush, especially when you’re working on a new IP with a shoestring budget.
Should they have tried to create something more engaging for the Troika fanbase anyway? That’s what I wanted, but going for crossover appeal was just as likely to get them another Bloodlines. Why take that risk? All of their experience in the industry was telling them that a game with a lot less ambition and a lot more polish would net them a much larger bonus.
Commercially, they made the right call. TOW was the second best selling game in America last month, behind only the new Call of Duty, and that doesn’t count any of the people who signed up to Gamepass to play it.
Tim and Leonard knew what they were doing and they did it very well. But what they were doing was making a game for the Fallout 3 fanbase.
As Junta pointed out, what they could have done to make it better wouldn't have cost them anything. Their core game loop is fine, the problems are with writing and garish art direction.
I also believe they may have tried to pull one over on the whole "we don't have a AAA budget" thing. Going by
https://www.mobygames.com/game/playstation-4/outer-worlds/credits they had a core team of roughly 120 and nearly 100 art contractors. That's bigger than Skyrim and Fallout 4, especially with all the contractors (Fallout 4 had a core team of 100, and 30 contractors).