The Outer Worlds information overload

You do know STALKER exists? Bethesda didn't invent this loot and shoot concept with big, sprawling enviroments. While STALKER isn't full open world, it still has rather big maps.
STALKER is more like DayZ except with NPC's. Hardly any RPG there at all mate. Feels more like a sim in some regards. Idk too many of them come out so I never hopped on the train in time. By the time I got on the seats were all sticky.
 
So they are doing a Bethesda style Fallout and we call this improvement? *considers hanging self*

It isn't elves and dragons at least.

Let's just hope this game is more like New Vegas, rather than "Fallout" 4 or 76...
 
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STALKER is more like DayZ except with NPC's. Hardly any RPG there at all mate. Feels more like a sim in some regards. Idk too many of them come out so I never hopped on the train in time. By the time I got on the seats were all sticky.
Bethesda Fallouts are hardly RPGs at all, don't see much of a difference. Well, except STALKER shooting mechanics are not a complete dumpsterfire. And doesn't pretend to be a RPG like the Bethesda Fallouts by adding tacked on RPG elements that hardly matter in the end.
 
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This game is a game contracted under Private Division. I don't know how that would affect sequels going forward but I imagine Microsoft won't be shoving their hands in it or its advertising until they have the rights to the IP's sequel.

As much as I would want a turn based RPG I find it hard to expect it anymore. Especially when the people in charge are looking to sell past the RPG demographic alone. I hope that TOW is good. It's what I expected but not what I hoped for.

If I had to take a guess based off popularity, Divinity Original Sin II probably surpassed the niche RPG market and dipped into the pockets of kids who never played a non-action RPG.

One thing I could see Microsoft being dick's about, is not giving any sale prices on Steam and PS4, and hoarding any dlc for Xbox. Wouldn't surprise me one bit.

Though, if Microsoft plays it smart and allow Steam and PS4 users the full game treatment, they might be more tempted to jump over to Xbox for future exclusive sequels.
 
If obsidian entertainment does make sequels to the outer worlds then they will be exclusive. Microsoft owns obsidian now and I doubt they would let obsidian make games for Ps4. There might be a chance they could make games for PC but it would only be for Windows 10. As for DLC I doubt Microsoft has any control over that. I just hope Obsidian will still make true rpgs under Microsoft and Microsoft does not fuck up obsidian and inxile.
 
Do you think romance in say, DA:O was half-assed? What other aspects you'd rather have in terms of role-playing?

Rape. Can I rape? No
Bondage. Can I tie and spank my partner? No
Threesomes. Can I have two partners at the same time? No

So no, sex or romance in games can't be roleplayed and are half-assed.
 
Rape. Bondage. Threesomes.
Which has nothing to do with romance and CANNOT even be "half-assed" as these are NOT AO games. Most games even avoid nudity in order to reach a larger audience.
sex or romance in games can't be roleplayed
You obviously have no idea what you're talking about. There have been role-playing communities purely focusing on AO role play since the NWN days as far as I can remember. Also, there's this thing called Lover's Lab, which you might want to check out, as it seems you're into that sort of thing.
 
STALKER is more like DayZ except with NPC's. Hardly any RPG there at all mate. Feels more like a sim in some regards. Idk too many of them come out so I never hopped on the train in time. By the time I got on the seats were all sticky.

I haven't played much Stalker, but what I did play of Call of Pripyat actually felt more like old Fallout than Bethesda's version. I think it was something to do with the open-ended nature of the NPC interactions. I felt like the game was letting me make decisions naturally, instead of the sign-posted, 'choice and consequence', 'this is a decision' type that's becoming so tiresome.

Off the top of my head, I can't remember if Stalker uses a skill system, though.
 
I haven't played much Stalker, but what I did play of Call of Pripyat actually felt more like old Fallout than Bethesda's version. I think it was something to do with the open-ended nature of the NPC interactions. I felt like the game was letting me make decisions naturally, instead of the sign-posted, 'choice and consequence', 'this is a decision' type that's becoming so tiresome.

Off the top of my head, I can't remember if Stalker uses a skill system, though.
Stalker has no skill system whatsoever. It's not an RPG at all, just an open world FPS with an inventory management system and quests. It's not like you can really talk to NPCs much, either, you just get quests from them which mostly are just "go there and shoot this".
I love Stalker as much as the next guy, but lets not pretend it's any closer to Fallout than Bethesda's take on it, because as crappy as Bethesda's games are, they're still more Fallout than Stalker.
 
Stalker has no skill system whatsoever. It's not an RPG at all, just an open world FPS with an inventory management system and quests. It's not like you can really talk to NPCs much, either, you just get quests from them which mostly are just "go there and shoot this".
I love Stalker as much as the next guy, but lets not pretend it's any closer to Fallout than Bethesda's take on it, because as crappy as Bethesda's games are, they're still more Fallout than Stalker.

Ah okay, like I said, I didn't get that far. Guess I misjudged it. The second quest I did had me being ambushed by 'friendly' NPCs, who gave me the option to put my weapon away so they could rob me. Then they turned the thing they stole into the quest giver for cash. And then on my own, I decided to murder the guy after he left town. I guess I just assumed that interactions like that were a big part of the game.
 
Yes, STALKER is good. No, you shouldn't play it if you want to play a RPG. Sometimes there's reactivity and options, sometimes it's very linear. You can kill just about anyone as long as you're not in a zone that restricts your gun being out (certain bases usually tied to the main story). They are their own entity and they have their own ideas that are what I'd say are very separate from Fallout both in story/themes and gameplay.

If obsidian entertainment does make sequels to the outer worlds then they will be exclusive. Microsoft owns obsidian now and I doubt they would let obsidian make games for Ps4. There might be a chance they could make games for PC but it would only be for Windows 10. As for DLC I doubt Microsoft has any control over that. I just hope Obsidian will still make true rpgs under Microsoft and Microsoft does not fuck up obsidian and inxile.
I hope the same thing about MS not fucking with them. As for a sequel to The Outer Worlds, wouldn't that depend on who retains the IP between Private Division and Obsidian?
If the future games of these companies are to be non-Sony games then I hope we see GOG releases still. I have not and do not want to use the Windows 10 store. I don't even have Windows 10 on my main machine.
 
Sometimes there's reactivity and options, sometimes it's very linear.
So, like the Bethesda Fallouts? Honestly don't see the difference. Bethesda Fallouts don't feel like Fallout more than Stalker to me. If anything, Bethesda Fallouts are a mockery of what the franchise is about, a parody.

In Stalker i can literally gun down a faction if i feel like it and they become permanent enemies. In Fallout 4 i can gun down a faction, wait for a little bit and then they somehow forget that it happened.

Fuck, the player character in the first Stalker game is more of a blank state than the one in Fallout 3 and specially 4. That is sad. And there's multiple endings depending on certain factors, which is a lot more than the bullshit in Fallout 3 and 4.
 
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If the future games of these companies are to be non-Sony games then I hope we see GOG releases still.
I also really doub't that. Every Microsoft game on PC so far has only been windows 10 and on the Microsoft store. What sucks ass is how extreamly buggy are Microsoft games are on PC.
 
this was always a good meme.
There's always the Colony Ship RPG to look forward to. Combat demo coming soon-ish: https://rpgcodex.net/forums/index.p...e-23-first-screens.120196/page-3#post-5921180

I am looking forward to it. At least VD is making games like Fallout. I had hoped for a new isometric sci fi fad, but they just stuck with the sci fi. Games like this are going to be in Obsidian's future from now on, like Bioware before them...

Soon...

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So we love the sales on Outer Worlds, but with the sequel we are thinking ALWAYS ONLINE with microtransactions.

Uhhh sure maybe after this other game we are working on.

There is no other game. You are making this game. Also give me your first born child.

Excuse me?

Insert Child To Continue.

 
The Outer Worlds interview: Character building, companions, branding, and more

Last week's Game Awards was filled with dynamite announcements and surprise reveals from dozens of game developers and major publishers. One of the most exciting reveals came from Obsidian Entertainment, which is going from the fantasy world of Pillars of Eternity and blasting off into the farthest reaches of space with The Outer Worlds.

The Outer Worlds represents a chance for Obsidian to step into uncharted territory. And yet, a few ideas might feel familiar, coming from the creators of the original Fallout and also from the studio that put together Fallout: New Vegas. But narratively, what is Obsidian aiming for with this new outer space adventure?

To learn more about what's on the horizon, Shacknews recently sat down with Senior Narrative Designer Megan Starks. Starks brings along her experience from Pillars of Eternity II: Deadfire, along with a resume that includes Tyranny, WildStar, and Fallen Earth. Among the topics discussed include the Outer Worlds story, character development, "Dumb" dialogue, and branding run amok.

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Shacknews: What made you guys want to undertake this challenge of a comprehensive action-RPG set in space?

Megan Starks, Senior Narrative Designer: I think that was something the game directors, [Tim Cain and Leonard Boyarsky], decided on early on based on some of the other games they've made in the past and what they thought would be fun to work on next for them. Honestly, a lot of people on the project are big sci-fi and RPG fans, so we're really excited to work on it.

Shacknews: What are some of the major inspirations behind the concept of The Outer Worlds?

Starks: Some of our inspirations for the game were the robber barons, the golden age of sci-fi like Lovecraft and Asimov. But some of our stuff is, we like the humor of Futurama, Firefly, Doctor Who, so there's really a good mix of the kind of quirky dark humor that goes into the game. And the setting is like the Gilded Age of sci-fi exploration.

Shacknews: Where the story of The Outer Worlds begin?

Starks: It begins when you're woken up from being frozen. You're one of the original colonists going out to Halcyon, which is the farthest colony away from Earth. Something happened with your ship and it got lost for 70 years. A scientist, who's actually an outlaw, wakes you up to give you a mission.

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Shacknews: What can you tell me about the game's companions? How many different types of companions can the player recruit? And what are the various qualities that the companions possess?

Starks: I don't know how much we're going into specifics on the companions right now, but we do have a variety who will join you and fill out the crew on your ship, if you want them to. They're fully-realized people in the world, with their own backstories and motivations. They have things that they want to accomplish and will ask you to help them out with that. You can either help them with their quests or not. It's up to you.

Shacknews: Can you tell me about the dialogue options and developing characters through the various dialogue choices?

Starks: Like all of our games, we really like to support various play styles. How you want to play is available to you. Specifically with dialogue, you can choose to be good, evil, a little bit of both. You have Intimidate, Persuade, and Lie options, as well as straightforward asking questions, telling the truth, things like that.

We like to present a lot of "This character has a certain thing they ask you to do." And you can either decide that you're going to do that for them or maybe there's a secondary character who wants you to do the exact opposite. You can do something for both of them, you can do neither, or you can tell the guy that you'll find that thing for them and then just keep it for yourself.

Shacknews: What went behind the "Dumb" dialogue option? Is this out of a particular love for the Chris Pratt style of leading character who's not too bright?

Starks: That's a really good question! I should ask Tim and Leonard where the inspiration for that came from. But it's something that when they told us that they wanted to do this for the game, everybody thought it was hilarious and we just ran with it.

Shacknews: I'm intrigued by the idea of flaws. How does the system work, both in terms of influencing the character and how it shapes the overall story?

Starks: The interesting thing about flaws is, it does make it feel like it's a unique journey to you. Like if you're taking a lot of damage from Raptidons, maybe you become afraid of them, because they hurt you a lot. And then that affects your combat stats when you're around Raptidons, specifically. You can develop a phobia for different creatures in the game. You can also have a fear of the dark, a fear of heights. One of the things I thought was really funny. It was something like, "I'm not going to take this flaw, but..." If you get crippled in the leg a lot, you can choose to take that as a permanent injury. Then you'll limp around for the rest of the game.

If you do that, then you do get an extra perk in exchange. So it really just depends on how you want to spend your ability points and make your character unique to you.

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Shacknews: Do certain flaws close off any part of the game to you? For example, if you choose to take on a fear of robots, do you get paralyzed with fear when you're confronted by a giant robot boss?

Starks: No, they won't lock you out of gameplay.

Shacknews: I did notice a day/night cycle. Are there certain quests that are only available during a certain time of the day?

Starks: We do have certain creatures that will come out at night. There can be some advantages if you want to sneak in during the cover of darkness. But we won't limit you.

Shacknews: I do feel the need to ask, just because seeing this game does remind me of some of the best elements of Mass Effect, but are there romance options?

Starks: At this time, in the base game, I don't think we're including romances. It's something that we've talked about exploring, possibly in the sequels, especially if it's something that our community is really interested in.



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Shacknews: Lastly, on a lighter note, because this game is all about branding. Everything is branded! What's one of your favorite examples of some truly absurd branding in this game?

Starks: One of the areas I worked on is the factory where they make Borst Wurst. They're the cyst-y pigs, the genetically modified pigs that grow tumors on them and then they cut the tumors off and use those for food. And the slogan, I think is, "It's not the worst, unless it's Borst Wurst." I just find it so disgusting and wonderful.

The Outer Worlds is aiming for a 2019 release on PC, PlayStation 4, and Xbox One. For more on the game, be sure to check out our full preview. And for more on Obsidian as a whole, be sure to grab a snack and sit down with our extended feature on Pillars of Eternity and the Infinity Engine era of RPGs.
https://www.shacknews.com/article/1...nd-more?utm_source=dlvr.it&utm_medium=twitter

Newest interview.
 
Once the design gap closed and release parity was more common after the turn of the century, it meant that PC releases would be more likely influenced by design decisions that made sense for a console audience and hardware.
Yes. Proof: Every Bethesda-UI since at least Oblivion.
That is my only point. I am not trying to say anything about grouping people into hardcores vs. plebs or anything like that. Console designs influence PC designs. And the movement of RPGs away from isometric perspectives or stat heavy interfaces is an obvious part of that. (Also see just about any change to the FPS formula in the past 15 years: checkpoints instead of manual saves, weapon selection wheels, only carrying 2 weapons at a time, iron sights to compensate for thumbstick inaccuracy, etc).
Yes, as correct as it is obvious.
Just look at every beth-games first introduction on E3 and find me one where they use KB+M instead of an XBox-Controller from within the last 10 years.
Also just look at the mess of PC-controls for the building system in F4 and F76.
Or the horrid quality of Ports to PC, resulting in absolute trashy performance results, like in AC:Unity for example which was simply a shit show at launch.

On Topic: I'm really looking forward to it and so far I like a lot of the decisions taken such as non-voiced protagonist which gives me more immersion and Obsidian more money to spend on other departments.

Not implementing romance is also not necessarily a bad sign, I rather have it not done then have a half-assed attempt at it.
In RPGs it seems to boil down to either Follower-Romance, or (stationary) NPC-Romance.

Follower-Romance is often created like a stamp-collection of ladies/lads/trees you can screw after a quest or two and then moved on to another - I can skip on this type anytime. Since someone brought up DA:O - only Morrigan somehow made a connection, created something somehow touching. The rest were just stamps. These mostly show in CRPGs. Even PoEs Romance wasnt really deep somehow, although I like the twist how Maia used the romance options as a means to reach her goals.

NPC-Romance types tend to try harder to connect you to a certain person, like Triss in W3 or Theresa in Kingdom come..and those can feel very rewarding, imo Triss romance in W3 is the best sculpted romance in any game I played so far. It made it impossible for me to play the torture-scene "by the book", because hearing her scream in agony drove me nuts. Couldnt take it.
But at the end, romance is just a few quests and dialogues and when they end you have a stationary NPC who doesn't have much to tell you or do with you anymore. This somehow makes it feel very hollow afterwards. And from what I can recall - it only happens in games with a fixed character background like the two I mentioned.

Creating a believable romance-system in a game with a completely free character-development is harder. Definitely not impossible, but a lot harder. And getting it right without it just being another stamp collection is something I have yet to see done right.
 
Meaning it is a first person shooter with a lot of loot/wacky stuff to appease Beth fans that will soon be (possibly) jumping ship, so Obsidian can become the new king of mediocrity. It looks better than anything Bethesda has put out so it doesn't matter what I like. It looks good. It's just not what I want since I like old Fallout.
A lot of loot/wacky stuff is literally every game they have made, Fallout 1, Arcanum, etc. Honestly the only gripe you seem to have is that it's first person. And sure, some people don't like first person, but that hardly makes it a Bethesda-esque game.
 
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