Initially, in 2020, the internet’s collective consciousness held a specific notion about the type of entertainment it would become. It was Xbox’s Skyrim, proper?
As the opening notes of an unfamiliar movie trailer resonated, followers found themselves drawing inferences. The game had a distinctly Elder Scrolls-esque aesthetic and ambiance. Obsidian, the developer, boasts a rich history of crafting exceptional role-playing games, including its collaborative effort with Bethesda on Fallout: New Vegas. When Avowed suddenly resurfaced, it was a completely new entity altogether? Rumors swirled among gamers as they speculated online about the potential impact of Microsoft’s acquisition of Bethesda Softworks, the company behind the beloved game Skyrim. Despite the uncertainty surrounding Avowed’s fate, it has managed to not only persist but also flourish, with its creators beaming with pride when discussing their game’s impact and influence on the gaming world.
While Avowed may share some similarities with Obsidian’s CRPGs like Pillars of Eternity, which are known for their sprawling worlds and traditional gameplay, it is fundamentally a distinct experience.
Tightening my grip on first-person combat, I’m drawn into a melee-driven fight with a third-person option that immerses me in a world greater than just a casual stroll through Morrowind’s vast expanse. This experience aspires to be both fresh and familiar at once – captivating newcomers while expertly threading the needle to satisfy fans of the Pillars universe.
Without delay, Avowed emerges as one of the most intriguing additions to Xbox’s rapidly expanding lineup – a sequel to a cherished classic and a bold new IP, all at once. Simultaneously, the game offers a fulfilling role-playing experience from a renowned studio celebrated for its signature style, while also delivering a fast-paced, adrenaline-fueled adventure that will keep players on the edge of their seats. What a captivating opportunity!
During our video conference, I engaged in a discussion with Avowed’s recreation director Carrie Patel and gameplay director Gabe Paramo on various topics, including the game’s development.
Our conversation spans from exploring sport ideas to crafting a meaningful selection and consequence, to doing justice to early Skyrim comparisons – here’s our chat in full, with minor edits for clarity.
It appears to have an unusual reputation, doesn’t it? While it may seem like a fresh intellectual property, it’s actually a pseudo-sequel in many ways. This assertion seems fraught with potential pitfalls. The potential for methodological flaws became apparent when examining our approach. To ensure that your Pillars of Eternity followers feel genuinely satisfied and valued, it’s crucial that you demonstrate a genuine passion for the project, even as you explore new genres or styles. To differentiate the product successfully, one crucial consideration is to make it appealing to an entirely new audience, as you aim to attract people who may not normally enjoy traditional computer role-playing games (CRPGs). This necessitates creating a unique value proposition that sets your game apart from others in the genre.
So, navigating a renowned reputation requires careful juggling of multiple priorities. Gabe is undoubtedly well-versed in conversing about the mechanical aspects of this topic.
When adapting existing intellectual property into a fresh or distinct medium, it’s essential to identify the essence of that content, which must remain intact across formats and iterations.
In the realm of storytelling, a recurring theme across games like Pillars of Eternity 1 and 2, as well as Avowed, lies the notion of a narrative framework that seamlessly integrates a richly detailed political landscape. While nations and individuals often prioritize their own interests, it’s essential to acknowledge the existence of moral principles that distinguish right from wrong, rather than simply acting solely based on self-interest. Complications are complex, and as such, they’re inherently chaotic, revealing the raw intensity that lies just beneath the surface of our skin. Beneath the surface, a mystical stratum exists, intricately woven around the mythological tales and enigmatic mysteries of the divine. The pantheon of deities in Pillars’ realms operates on a human-like level, driven by self-serving impulses that mirror worldly concerns, thereby personifying various portfolios… yet, they remain an enigmatic, extraterrestrial force.
These seemingly disparate narratives are intertwined in a complex dance, their threads weaving together to form a rich tapestry of storytelling. Frequent thematic echoes exist between them, influencing one another as the protagonist discovers through the unfolding narrative. By adopting an identical approach to storytelling and quest design, we seek to leave narrative threads untied, empowering players to take ownership of their experiences and define their characters through role-playing choices, as Gabe can further elaborate on the mechanical mechanics involved.
At no point was I included in the distinctive discussions surrounding the decision to pivot from a computer role-playing game (CRPG) genre. It’s simply a matter of precedent, isn’t it? Fallout originated as a computer role-playing game (CRPG), before evolving into a more immersive experience. Building on the mantra of ‘your world, your means’, Obsidian brings this ethos to life through tailored gameplay mechanics in their CRPG. When tackling complex games, key considerations arise in regard to character customization, including load-out options, companion selection, skill choices, and attribute settings.
To guarantee participants are prepared to build their individual fantasies, play models, and achieve success within the game, it is crucial to assess whether each player has a clear understanding of what they want to accomplish.
When it comes to the crew, how has it been when it comes to… like, do the POE of us, even those that aren’t on the crew… Like, do folks like Josh [Sawyer, Pillars of Eternity director & lead designer] simply say ‘that is your toolbox, have enjoyable, you are by yourself’? Are they poking their heads in and suggesting, “perhaps, that’s not exactly what we had in mind, could you refine it slightly”?
As of late, Josh’s involvement in the game has been nothing short of phenomenal. Indeed, his exceptional ability to collaborate is undeniable; [laughs] Within the past year, I’ve collaborated closely with this individual, likely extending beyond that timeframe… my sole focus has been on achieving exactly what you’re discussing. While assessing this peculiar sport, I think that was a commendable effort on those points, yet I firmly believe it could be even more Pillars-esque if we were to introduce some… let’s call them ‘magical accoutrements’, such as wands or perhaps enchanted gauntlets. What does that mean exactly?
The grimoires, a testament to Josh’s indelible mark on their creation? Indeed, he has proven himself to be a skilled collaborator in navigating complex intellectual property matters, diligently working to strike a balance between creativity and respect for existing rights.
I completely concur with Gabe’s perspective. We’ve assembled an exceptionally talented team of individuals who previously worked on iconic projects like Pillars of Eternity and Pillars of Eternity II: Deadfire. As my first assignment at Obsidian Entertainment, I was entrusted with the role of story designer for the inaugural installment of the critically acclaimed Pillars series. So, this IP is well familiar to me and to many of my colleagues on the team; however, we also have a significant number of newcomers joining us.
We are permitted to leverage existing stability, recognizing its value in retaining intellectual property consistency while injecting recent perspectives, including lore tidbits or holistic design approaches – yet, as Gabe noted, acknowledging that the overall sensation of this game will likely differ. This immersive action-packed experience eclipses traditional turn-based RPGs with their crunching complexity, as you effortlessly navigate your way through thrilling combat and strategic decision-making.
Discussing stability’s significance, let’s dive deeper into its nuances. The RPG mechanics, indeed, I am familiar with your six core stats and comprehensive talent tree. Obsidian Entertainment is renowned for crafting immersive, narrative-driven role-playing games of unparalleled depth and richness. Indeed, role-playing games now span a vast spectrum unlike ever before. While opinions may vary, Avowed likely finds itself closer to the darker, grittier end of the fantasy spectrum. Its mature themes, intense combat, and eerie atmosphere all suggest a game that’s more akin to something like The Witcher or Dragon Age: Inquisition than a lighthearted romp like Skyrim?
I aim to view our programs as an extensive toolkit for participants. Currently, we provide two primary equipment slots – major and offhand – where specific weapons can be equipped, and conversely, certain weapons require either the major or offhand slot. Additionally, some gears function optimally when used exclusively in the offhand; thereby, our inventory comprises a diverse collection of items catering to various needs.
The loadout configurations, talent quantities, and corresponding Grimoire slots are key aspects to consider. Similarly, the maximum number of companions allowed has its own set limitations, allowing for strategic filling of available slots. We provide gamers with a blank slate, allowing them to creatively fill in the gaps and develop their own unique approaches as needed. We strive to deliver exceptional support to our participants by providing personalized attention and tailored solutions.
While we strive for parity in our combat mechanics, distinct weapons offer unique strengths: each can unleash assaults, yet not every one is capable of blocking; players must weigh options against consequences in their strategic decision-making. We’re developing programs that serve as interactive toolboxes, allowing participants to experiment and discover their unique play styles. As we’ve taken inspiration from the classic roles – the warrior, the scout, and the sage – we strive to bring some of these imaginative concepts to life. Despite these unique enchantments and equipment, our imagination can further flourish through various forms of fantasy that the gameplay offers. As I strive to avoid spoiling the surprises, I recognize that players must discover them organically while playing the game.
Does the enemy’s move set and behavior influence the player’s decision-making process when choosing which modules to combine in order to effectively counter their attacks? Would the specific specifications of an enemy significantly alter your approach to tackling them, encompassing factors such as parts vulnerability, damage types, and potential weaknesses?
So now we have the concept of stealth grass, which some of you may be familiar with from Outer Worlds. We aim to infuse our setting with intermittent episodes of anticipation and excitement, allowing participants to eagerly anticipate, envision, and determine their approach. We also want to include instances where participants exhibit unconventional behavior.
Here’s the rewritten text:
When creating a design, we’re flexible and don’t require a single cohesive look; instead, different elements can coexist successfully. We strive to guarantee that each unique weapon type has its distinct advantages and disadvantages. To the puzzle component, we aim to provide participants with a selection of fundamental tools that allow all players to contribute, thereby creating an immersive puzzle-solving experience between enemy encounters. While most gamers do dodge, it’s worth noting that not everyone has mastered the art of blocking or parrying, which require more specialized skills. However, a fundamental aspect of gaming is the ability to execute an effective energy assault, a capability shared by all gamers. We strive to portray opponents as tangible barriers where you can focus on exploiting their stunned state, given our arsenal of weapons designed to induce stun, thereby allowing you to shatter their defensive postures. You can also employ energy-based attacks to disrupt the enemy’s block.
Foes with a penchant for dodging, consider freezing them in their tracks to slow them down, as they’re often quicker and more agile than expected – or utilize tanglefoot to impede their progress. We’re endeavoring to craft adversaries that enable players to employ diverse problem-solving tools to overcome them in innovative ways, while concurrently guaranteeing that none of these opponents seem overly susceptible to a single tactic.
As he started to speak in a few sentences using third-person mode, It’s challenging to strike a balance between narrating from different perspectives – switching seamlessly between first- and third-person narratives can be difficult. However, for melee combat, it requires an even greater level of skill and precision. So how has that been?
To establish credibility, our game seamlessly blends a first-person experience with the option to play in a third-person perspective, maintaining consistency throughout. It will essentially provide a comparable experience in terms of control. That is key. Are we ready to pivot into that narrative and does it instantly feel like a mashup between God of War and something more dramatic, like Satan’s Cry or possibly even Hellboy, for instance?
While appearing as a solo experience from the outside in, it’s crucial that each player feels an intimate connection to the game. The primary goal was always to prioritize a first-person perspective, allowing for an equal footing between this approach and the option for readers to make their own accessibility choices.
With renowned experience, the team has invested substantial effort into animation, as it’s crucial to balance the distinct character models of the player-controlled protagonist to seamlessly execute various attacks, dodges, and actions.
Here’s what I mean: The emphasis on this tabletop game seems to be more focused on role-playing aspects of assuming a persona within this world and making choices that are authentic to them, rather than getting bogged down in the intricate, mechanical statistics systems you might typically associate with these types of games. I’m intrigued by where these worlds collide? Does the sport foster a deep sense of camaraderie and shared progression between companions, where your bond can directly impact their abilities and performance in combat? Issues like that.
The notion that individual choices within a particular context have a profound impact on the subsequent experiences one encounters is undeniable. One aspect we enjoy in various locations is leveraging the consequences of our decisions. The path we take, influenced by how we treat specific characters and the choices we make, determines whether we’ll face a more formidable struggle ahead, a more favorable one, or perhaps even an opportunity to talk our way out of it!
Numerous distinct mechanisms exist to convey the consequences of players’ choices to the game’s world. As we develop game mechanics, we’re introducing systems that either amplify or counterbalance aggression in players, aiming to shape their overall attitude towards the game world and its challenges. Combining these things de facto creates an experience that’s enjoyable. Some characters’ fates are intimately tied to how players initially interact with them, influencing the dynamics of friendships, alliances, and rivalries that can have lasting consequences throughout the game.
We’ve also received confirmation on some aspects that can impact specific dialogue options, which we touched upon in our most recent video. If you had been blessed with an exceptionally gifted tongue, you could potentially utter something profoundly formidable. When you’ve been fortunate enough to receive an unusually abundant idea, you might just stumble upon something that not everyone has the capacity to grasp. This narrative thread has been skillfully woven into the fabric of the game.
Fifteen years ago, assumptions about selection and consequences in three-dimensional video games were unconventional, but a decade before that, this element of storytelling was primarily associated with text-based video games that had been heavily influenced by written narratives. However, now it is a crucial factor, as it has become a design language that resonates with the audience’s understanding and expectations. Obsidian is a studio that has recently entered the fray in many areas. While designing a puzzle, the biggest challenge lies in striking the perfect balance between originality and familiarity – how do you create new and innovative mechanics without leaving players feeling like they’ve seen it all before?
This is the easiest thing you’ll ever accomplish. [laughs] No, no. I am simply kidding.
Imagination fuels my conviction that ultimately, this issue boils down to a creative conundrum. While many gamers are familiar with the repetition in certain open-world games, it’s undeniable that a plethora of quests ultimately revolve around the simple yet fundamental objectives: uncovering secrets or eliminating adversaries. While game developers strive to create engaging experiences, talented designers globally find innovative ways to revitalize and enhance their work through captivating storytelling, creative gameplay, and immersive environments that draw players into their virtual worlds. Creating meaningful choices with significant consequences is fundamentally the same thing.
A well-crafted selection grabs attention because it thoughtfully combines construction with emotional intrigue, encouraging participants to contemplate potential consequences and invest in the outcome. Crafting a pivotal moment like that requires more than just placing a lever; it’s about securing the players’ attention, building emotional investment, and meticulously crafting each preceding instant to culminate in a truly impactful experience. One aspect of our design approach that significantly contributes to our success in this division is our ability to effectively navigate and address the numerous nuances, complexities, and moral ambiguities that arise.
When options become increasingly inconspicuous, it’s often a sign that there exists a straightforward dichotomy between good and evil – a clear moral compass that guides my actions? What’s the worst that could happen? What drives attention-grabbing choices is the subtle balance between predictable short-term consequences and unforeseen long-term effects, leaving room for intriguing possibilities. As you navigate the complexity of decision-making, you may unexpectedly face consequences stemming from earlier choices, which can be both surprising and satisfying in their unforeseen yet organic nature. One crucial aspect is how much artistic work goes into creating an immersive experience by fully investing the audience in the world and its characters, including their roles within those storylines. It’s incredibly satisfying when everything falls into place.
From a role-playing game (RPG) design perspective, we’ve found that incorporating sport-themed elements can greatly enhance player engagement and immersion in the gameplay experience. RPGs often begin with a gentle learning curve, gradually building complexity and challenge as the player progresses. When running a traditional box sale, individuals who have already invested in your product through means such as Pillars, crowdfunding on Kickstarter, or paid with cash upfront can be considered a captive audience. With this opportunity, you’ll have ample time to craft your universe from the very beginning. As preview snippets have become a staple of movie promotions on YouTube, What’s your approach to achieving success in this context? Within a condensed timeframe, you have been tasked with transforming Sport Go participants into enthusiasts willing to dedicate one to three hours to engage with the sport.
For most people, two to three hours is a significant block of time that feels like an eternity. That is nice! A lot time! [laughs]
At most! At most. I’m feeling generous to a fault?
No, you are proper. In reality, one crucial aspect that recreation developers had to address much earlier than the emergence of Sports Go was… It’s a universal truth that everyone on Steam struggles with a substantial backlog in their digital game collection, each person having approximately one million potential tasks to tackle or experiences to savor. To captivate gamers’ attention quickly, it’s crucial to pique their interest and demonstrate the value of playing this game within a short span of time.
In role-playing games (RPGs), effectively communicating narrative context to players can be particularly challenging due to the numerous mechanics, systems, and story elements that need to be introduced while still allowing for creative freedom without overwhelming the player? While it’s true that iteration is essential in finding solutions to complex issues, I’m not convinced that this text effectively conveys the nuance of the topic. Here’s an attempt at rephrasing:
“Indeed, the journey to resolving this challenge involves a thorough process of experimentation and refinement. Only through repeated cycles of testing and evaluation can we hope to uncover effective solutions.”
By dedicating the entirety of our leisure time to thoroughly exploring each iteration, it’s likely that our prologue has consumed a significant portion of our overall development time. As participants enter the inaugural scene, they are immediately immersed in a primordial atmosphere, where the faint hum of anticipation hangs in the air like a misty veil. The room’s periphery is bathed in an ethereal glow, as if the very fabric of reality has been woven with threads of wonder and curiosity. It undoubtedly requires effort to achieve success. With significant contributions from both internal and external playtesters, including participants from Microsoft’s consumer research laboratory, we’ve garnered valuable insights into gamer preferences, motivations, and pain points. This collective feedback has enabled us to refine our approach by identifying areas of concern and opportunities for improvement.
When Morrowind, a renowned Elder Scrolls game, was first released, it’s unclear what the developer intended, but to outsiders, the initial reaction seemed to be “Isn’t this just Xbox’s Skyrim?” Since you’re aware that we’ve pushed the idea that Avowed draws inspiration from The Outer Worlds, you understand that it’s an extension of that concept. As the Skyrim phenomenon swept through popular culture, people couldn’t stop talking about it, with its presence dominating social media conversations. Following this significant acquisition by Microsoft of ZeniMax Media, the parent company of Bethesda Softworks, a prominent video game publisher. That momentous shift in the game’s dynamics had a profound impact on your organization. Were those the words that had once echoed in your mind, yearning for a do-over: “Couldn’t we have stood our ground and said, ‘Let’s create something new instead of being a solution to that’?” Or did it all boil down to people leaping to hasty conclusions at the time?
The initial teaser footage that emerged publicly in 2020. The original path taken in the development process for Avowed was that one. It was likely just a few months later, in January of the following year, when the studio reassessed their initial obstacle. While there was an initial exploration of multiplayer concepts, the significant hurdles in harmonizing a seamless experience with performance and integrating it with our signature player-driven narrative approach have thus far hindered its development.
By the time I joined the challenge in January, we may have already undergone a significant shift, having adopted a fresh approach, building upon the underlying gameplay concepts Gabe had discussed and crafting a new context, story, and setting around them. When Microsoft acquired Bethesda, a significant portion of the acquisition was already well under way. By adopting The Outer Worlds’ approach, we can confidently focus on our strengths and address the challenges where we truly shine. Quest designers strive to craft quests with a tightened and centralized narrative, while offering a multitude of bespoke choices and consequences that immerse players in the world.