Also, I'm not pissed in the least bit. I am more than willing to debate, although I'm not sure what all the harsh talk about Obsidian is about. They are a far better developer than Bethesda, as far as RPG's go. Do their games sometimes feature a number of bugs? Sure, as do most Bethesda games. Alpha Protocol is often praised as a flawed gem. Tread lightly before badmouthing a game that far exceeds the one you are attempting to defend. Knights of the Old Republic 2 was superior to the first, bugs and all, in my humble opinion. I had a blast with it and I played it on the Xbox, without all the badass restoration content/bugfixes...
For those who want to avoid reading a few paragraphs, this review of Pillars of Eternity encapsulates the spirit of what I'm about to say:
http://www.rpgcodex.net/content.php?id=9867
For me my critiques of Obsidian are mostly based on the fact that they continually make rookie mistakes in many of their games. For young group, this is forgive-able, for designers with such a pedigree, my patience has run out. As mentioned above, the goddamn New Vegas strip. But its more than just that, in many Obsidian games I play, I feel a strong disconnect between the designer's world and story vision, the programmers and the gameplay designers. The first is always strong. Dear God they do a fantastic job of creating stories and worlds. Even when its not their IP, the atmosphere they make is amazing. Vampire the Masquerade is fucking
cool. Hell, the pause screen music is so badass I occasionally paused the game just to enjoy it. Hell, for at least 3 years barely a day has gone by without an hour hitting the heavy bag and blaring the soundtrack. The gameplay itself was fun too, but in part that's because its basically a straight translation of the tabletop rules into the game. Plus, it did a great job keeping the player from being overleveled, despite being a quest only xp system. However, it was completely unplayable on launch.
Now, you could say that Obsidian is always buggy or broken because they were forced to release the game early. To which I would reply, if every game they make requires more time than they have to complete, why the hell haven't they learned to readjust what they want to do to fit the time they have? This is what I mean by rookie mistakes, time and time again Obsidian just doesn't learn from their lesson. The worst examples of this (remember, talking the Obsidian "family" here) are Arcanum and Alpha Protocol. Great atmosphere, story and design. Clear disconnect between the lead team and the programmers. And, worst of all, disconnect between gameplay and story. Compare Torment to Arcanum. Story focused, text heavy RPG's with bad combat systems. Mind you, combat systems that were worse than Fallout 1 and 2's, which while passable, weren't that awesome. As in, the gameplay
regressed. In Torment, there is no disconnect because the Story has a much greater impact on the gameplay. Very few of the fights are mandatory and as such you can use the good parts of the game to avoid the bad. Meanwhile, Arcanum's gameplay is brutally bad whilst also being omni present. Then comes Alpha Protocol, which would have been an amazing game had they just taken the story and game designers of Protocol and banned them from influencing how the combat gameplay worked. Also, broken as fuck on launch. Mind you, Bethesda has a crapton of bugs in its games too, but very rarely am I playing a Bethesda game on launch and a bug completely prevents me from enjoying the game. And now Pillars of Eternity is forcing players to manually change the text file of their save logs to avoid certain total game crashing bugs.
Also, lets not get even into the brutally antiquated inventory management system of Wasteland 2 and Pillars of Eternity. Or some of terrible design decisions of Wasteland 2. From the stale, repetitive combat, having the same damn soundtrack play during combat in a game where almost all of the time you are in combat, chance based skills which just make you save scum, WTF happend to Angela Deth, goats. Or, the fact that despite having 25 years of game design experience, they still haven't been able to figure out the concept of a difficulty curve. The hardest part of Fallout 2 is going from Arroyo to the Den. This is not atmospheric, its fucking annoying. Just got Pillars of Eternity and I'm hitting the same issue. Wasteland 2 was brutal about it too. Character creation is a gamelong process that should be about freedom, not "spend 45 minutes puzzling out the right way to do things and then give up and just go on the wiki because you don't want to waste 3-4 hours before realizing your party is focused on useless skills that you didn't know were useless because you hadn't played the Goddamn game yet and so hit a giant wall of "fuck you, you played wrong, start from scratch again"". Okay, sorry about that rant but that's 10 years of anger at antiquated game design bubbling outwards. Fallout New Vegas got character creation right because the early choices mattered relatively little and so you increased the skills that you learned you liked using and were necessary for your choice of gameplay. They did this while also tying it into the gunfight with the powder gangers, no matter what you focused on, there was a chance the game would reward you with some help, acknowledging your choices without punishing you. SPECIAL was relatively downplayed, which is a godsend for new players because its not totally clear how it impacts you and new players aren't necessarily going to know what they want. What Fallout 3 did right was that it let you play the game for a bit and then gave you a chance to redesign things. You got a chance to play a bit and feel how SPECIAL changed things up for your PC and then readjust based on what you learned instead of going through character creation all over again.
While Skyrim is flawed, this is actually an area which Bethesda really got right. Instead of abstract trait numbers that aren't that clear about how they impact your character, they refined it to the core three areas people actually cared about. Do I increase my HP and carrying capabilities (strength and endurance), do I increase my ability to sprint, change things up in combat and stealth about (dexterity) or do I increase my ability to do magic (int and willpower). In combat focused RPG's, not one gives a damn about INT expect for mana anyway, so its nice that they tailored the leveling system around how even hardcore players would play anyway. The same goes for the perk tree, which still has its flaws in terms of useless skills, but allows players to tailor how they level around their play style, unlike many old school rpgs where its the opposite. "I need melee to survive to the den, x perception because I need perk a (like awareness) early on, ect). Instead of punishing you for lacking prescience (or a wiki), it gives you the lay of the land before making you make decisions. More importantly, instead of trying to shoehorn pnp style character creation into the game, they designed it around computer game rpg mechanics. In pnp games, the DM adapts the story around the characters and the mechanics of player design as well the perk equivalents are highly visible from the start, so bad early game decisions aren't as punishing. Meanwhile, old school rpg design is often like designing a pc without the player handbook.
I guess the shorter form of what I am thinking is this. Obsidian gets the Role Playing aspect of Role Playing Games down pat. Best in the business at it. The problem is the games aspect, and a lot of times this area can be painfully bad. This is then compounded by the fact that they repeat the same errors over and over.