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They springboarded from that into, "Okay, if there's going to be a secret path in the back, what should I put back there to draw your attention and make it seem realistic that there's something that would be there?" There's just little things like that that people put into the world. Like, "Hey, we want a stealth path here," or, "We want a dialogue path here," so that put down where characters would be or where they would be in the environment. We had kind of a checklist for area designers to go through when they were putting levels together. Shacknews: How does the team approach environmental storytelling? What sorts of challenges or opportunity did it present to the team?Ĭain: Well, we had a good idea of all the skills we wanted to be used. And, of course, it doesn't limit how many options you have and that was our biggest thing, is that we really wanted players to have those options. It'd be really disjointed for some people to have that and not have a voice that represents what they hear in their head. So if we gave you three different voices, for instance, that you could pick from, we'd have to cover the gamut of any kind of anti-hero, Captain America hero, psychopath villain, and everything in-between for players to really feel like that's their character. Our main goal with this game was that we want players to be able to play the game any way they want and create any kind of hero they want. I don't know how many we'd have to come up with to cover the gamut of the ways people want to play the characters they want to role play. That is definitely a major factor, but another is, if we came up with three voices, five voices, it would be very hard to really come up with a voice that matches everybody's play style. Shacknews: Did the massive number of dialogue options lead to the decision not to use a voice actor for the main character?īoyarsky: Partially. But I think once you get your brain around developing that way, it's really kind of cool to challenge yourself to think of all the ways players can abuse your systems that you're giving them to use and embrace your game and try to beat them and keep them from being able to break your game. It's really a matter of when we come to a point where, "Okay, all players are going to hit this one point," we always have to ask ourselves, "What if they just kill everyone when they get to that point? What if they stealth around that point? What if they talk their way through? How is that going to affect the overall gameplay? How is that going to send them to the next place they need to go to?" So it's kind of a microcosm of the whole game design.
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Our writers are just awesome, as well, so that's always a plus. So it's really easy to track how things are playing out, because there's kind of a flow chart that you can see visually. One of the greatest things is that Obsidian has a fantastic dialogue tool that's been iterated on for 15 years, over all the projects. How were you able to design complex conversations with multiple impactful options while keeping the overarching story cohesive?īoyarsky: Well, luckily that's something that Obsidian, me, and Tim have done a lot over the years. Shacknews: Can't blame you! What was the team's primary goal when designing the dialogue system. Tim Cain, Co-Director: I'm tired! (laughs) Leonard Boyarsky, Co-Director: Good! Can't wait for people to be able to play it! How does it feel to have reached the finish line?
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Shacknews: The Outer Worlds is set to release in just a few days. We talked about hitting the finish line, various design choices, and whether the sudden acquisition from Microsoft led to any day-to-day changes. And yes, we're ready for round two with Leonard Boyarsky, along with his fellow co-director/original Fallout co-creator Tim Cain. So Shacknews reached out to Obsidian for a little chat. There's a lot to celebrate at Obsidian, from the positive reviews to the studio's acquisition by Microsoft.
THE OUTER WORLDS DESIGNER SERIES
And judging by the reviews, it looks to be the kind of experience that fans of the post-apocalyptic series can truly enjoy. The original Fallout creators are back for one more ride, harkening back to the days of the old-school classic, as well as the more recent Fallout: New Vegas. For Obsidian, it's a return to the old days, in more ways than one.
THE OUTER WORLDS DESIGNER PC
The Outer Worlds is set to release in just a couple of days, bringing Obsidian's galactic RPG out to PC and consoles.
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One of the most anticipated games of the fall season is just hours away from exiting its cryogenic stasis.