Obsidian Fridays

In keeping with a pattern I’ve tried to kick off this week, and because in addition to most things Ultima I do try and put some focus on other RPG series, I’ve decided that each Friday from here on will feature a post which aggregates any news about Obsidian Entertainment and their various RPG series, the most recent of which (apart from Fallout: New Vegas DLC) is Dungeon Siege 3, and the next of which will be a South Park RPG.

Where?s the interest for Ultima fans? Mostly in the kinds of worlds that Bethesda crafts. Obsidian titles aren’t necessarily open world epics, don’t necessarily feature weighty moral quandries, and don’t always tell hugely compelling stories…but they are almost always distinctive, inventive, and just a little bit different than the RPG mainstream. And there is, I submit, a very Origin Systems-like spirit at work there.

CelebritySC has a lengthy interview with Chris Avellone.

Here’s one of the more interesting questions they put to him:

What are your thoughts on the PC-console “rift”? Are you a “PC gamer” or a “console gamer”? How do the differences between the platforms affect the design process if at all?

I am both. It affects the design process mostly in terms of controls (each has a limited number of controls per platform) and memory management (memory and lag on a console needs to be carefully monitored to prevent the game content from slowing down the game).

Also:

What is your favorite video game (not a game you’ve worked on)? Why?

There’s a bunch. If I had two it would be (1) Wasteland for the unique character building system and the world design, and (2) System Shock 2 literally for almost everything — skill trees, enemy design and pacing, mood, and level design.

Of the games you have worked on, which one are you the most proud of, and why?

Planescape: Torment because it moved beyond traditional narratives and was able to include philosophy and new perspectives on existing RPG themes and cliches.

If you were to ask me why I say that Obsidian is able to offer something just a little bit off the RPG mainstream, I’d point you in the direction of Chris Avellone.

Speaking of Planescape: Torment

Chris Avellone took some questions (and offered some answers) about the game in a post on his blog.

In many RPGs, including the Fallout games you’ve worked on and the tabletop games that are Planescape: Torment’s genesis, the design seems oriented towards giving the player a “blank slate” to play as. But PS: T has the player inhabit a fairly developed character. Why did the team choose The Nameless One as the main character?

So it was a juggling act — how do you give a player as much freedom to create a character while knowing you don’t have the art resources to create a lot of customization for that character? We purposely chose a single template and then used the narrative of amnesia and the curse to explain the role-playing range the character could have (each time you wake up, your personality has a chance to shape itself in new directions based on the player’s experience) and also changed the “armor/costume accumulation” in most RPGs to gathering tattoos and other items that wouldn’t drastically change the character model. Note that many of the companions had similar limitations, accounting for their largely static appearance throughout the game.

Note that if I’d had the resources, we would have had a much larger range of character customization options. It wasn’t our desire to limit it to a single character look, and while it did work, at the same time, it didn’t give you as much freedom as we would have liked.

It’s an interesting point he raises, detailing how budget limitations and the inability to create a wide range of character model-related assets shaped the nature of character development in the game. Not that it isn’t nice to have several hundred different pieces of armour in a game that can be combined to create a nearly infinite number of “looks” for a character…but it isn’t always necessary. And I would even argue that in some ways, the wide range of customization options is used as a stand-in for genuine character development and relatability.

The Fallout: New Vegas Ultimate Edition trailer!

[youtube http://www.youtube.com/watch?v=VTjE1FgpWcM&w=560&h=315]

Just...wow.

I haven’t played New Vegas yet, but it’s been suggested to me that it is by far the best Fallout title ever crafted. If you’ve played it, chime in with your thoughts!

11 Responses

  1. Bedwyr says:

    YES. PLAY IT. IT’S GOOD.

    Have you played F1, 2, or 3 yet? It’s basically the storytelling and stats of F1 mixed with the gameplay and sensibility of F3. Old World Blues has the storytelling of F2. The thing that really sold me on it, besides the actual continuation of the New California Republic storyline is the hardcore mode where food, water, ammunition, and stimpacks really matter. It’s just… good. Get it.

  2. Infinitron says:

    FO3 and FO:NV provide a good litmus test for a gamer’s taste. If somebody prefers FO:NV over FO3, you know they have good taste.

    Note that FO:NV actually outsold FO3, which is a heartening sign for the industry. (and it may also have single-handedly rescued Obsidian from collapse after the Alpha Protocol screwup and other projects that fell through)

  3. Andy_Panthro says:

    FO:NV is good, and certainly far better than FO3. It still has many of the same problems as the recent Bethesda games though, but it’s easy to forgive such things when you get so much content.

    Of course, being as I have less time to play games than when I was younger, that amount of content is itself a curse. There are times when I wish it were shorter, because I’ve put 34 hours into it (according to Steam) and yet at times I feel like I’ve accomplished nothing. I’m only half way through the main game, and half way through one of the DLC!

    I do really hope that Obsidian get to make Fallout 4 though. As Infinitron said, they outsold FO3, so they’ve kinda earned it.

  4. Sergorn says:

    The only reason FNV outsold FO3… is because FO3 was crazilly popular to begin with.

    I actually disagree about the whole “NV is so much better than FO3” argument. They’re both great game, but I felt FO3 did some things better (notably I think the beginning of FONV is pretty terrible), and FONV did other better of course, but it’s not the clear cut better game that some people try to make it out to be, and it only gets this reputation because it has people from Fallout 1&2 working on it.

    Now Obsidian is NOT doing Fallout 4 of course: Bethesda didn’t buy the IP just to let other people do the core games, and there is little doubt they are ALREADY working on Fallout 4 with the Creation Engine. But perhaps we can hope for Obsidian doing another Fallout spin off once Fallout 4 is out.

    On a side note I really didn’t like the hardcore more of FOVN. It was a good idea in theory, but I thought it wasn’t really well implemented

  5. Thepal says:

    First of all, for NV vs FO3, I gotta say they shouldn’t be compared. They are really different games, strange as that sounds since they are the same series, same setting, same engine. I couldn’t say which I prefer… New Vegas definately does a lot of things better than FO3, it also does some things worse… Or not so much “worse” as “wrong”. New Vegas is one of the best games ever made if you ignore those parts (mostly the parts that seem like they were made by 13 year old boys). One perfect example is the robots at the start of Old World Blues. I found talking to them painful due to the complete immatureness of their dialogue.

    I’m at 178 hours in New Vegas according to Steam. Haven’t finished it yet. Still need to finish Lonesome Road, then do the end-game quests. And it hasn’t gotten old. In fact, the DLC especially keep it from getting old. Each is in a completely different setting which basically makes it seem like you’re playing a completely new game (and the DLCs are each bigger than most games).

    I think one thing that let me keep a positive attitude about FNV is that I didn’t get it until around 6 months after release (maybe longer). So the patches were all out and I didn’t have to worry about any issues. When it came out I believe it was pretty much the buggiest game ever made (showing Bethesda actually does do a good job of bug squashing considering the size of their games). I didn’t have to worry about that part.

  6. Sergorn says:

    I dunno about the bugs – it feels to me these things tends to be overblown, especially when Obsidian is concerned (still looking for those bugs in Alpha Protocol…). Most importantly it feels to me that the bugs issues always concern the console versions more than the PC ones.

    I did all the latest Bethesda games upon released, and never encounter any major bugs and yet I keep hearing people complaining about them.

    And it’s not like I can’t recognise a very buggy game, I mean I played vanilla Gothic 3 and Ultima IX 😛

    Curiously I thought the DLCs of New Vegas were okay but… nothing special. I actually had much more enjoyment out of Fallout 3’s DLC (not counting Mothership Zeta, this one was pretty mediocre). Oh well… At least it’s a good approach to DLC altough I’d still prefer having an actual BIG addon instead of these small DLCs, kinda like Shivering Isles you know ?

    -Sergorn

  7. Thepal says:

    Not only that, WTF, but Sergorn just confused the hell out of me 😛 New Vegas’s “small” DLCs are some of the biggest I’ve ever seen. Each involves a completely new “world” basically, with huge numbers of quests. Each would be somewhere between 10 to 20 hours of gameplay, which is basically a normal game.

    Anyway, haven’t played Gothic 3, but Ultima IX is nothing compared to Bethesda games when it comes to bugs. Daggerfall was hugely buggy. Morrowind was even buggier, but they were mostly quest bugs, which some awesome person went and created the Unofficial Patch for. <_< Oblivion was pretty bug-free by Bethesda standards. New Vegas had all the crashing/serious bugs. Skyrim had a combination of all types of bugs, but it isn't that bad.

    But considering the size of their worlds, most bugs can be forgiven (I'm not so forgiving about bugs that crash the game and stuff, since that is just bad programming and should be picked up by a minimal amount of testing). 1 out of every 50 quests being bugged in certain circumstances is forgivable (considering there are so many ways to go about completing things).

    Anyway, play New Vegas (if you have the time). It is a good game.

  8. Infinitron says:

    Alpha Protocol’s bugs mostly manifest in graphical glitches, as well as the weird way the game sometimes behaves when you reload from a checkpoint.

    But yeah, bugs aren’t AP’s problem. The problem with it is that the levels and gameplay simply aren’t very fun. They’re filler between the (groundbreaking, possibly never to be replicated ever again) dialogue scenes.

  9. Sergorn says:

    Heh ? I’m not sure why prefering F3’s DLC over FNV’s make me have weird tates. The fact is that FNV’s DLCs just weren’t that interesting in term of plot/content/dialogues/quests. The last one Lonesome Road, I would even say was just plain bad.

    I definitly finished each of them under 10 hours (pretty sure Lonesome Road was *much* shorter than that too, and Dead Money wasn’t exactly long either, altough the other two were bigger) and while I don’t have my FNV installed anymore to check the actual hour count, I’m pretty sure the total of the four DLCs didn’t extend beyond 25-30 hours as the very most. Now that’s not too shabby as far as DLC goes… but it’s still a far cry compared to what true addons like Shivering Isle or Mask of the Betrayer offered. Which is an argument you can make for *all* RPGs DLCs really. They can be very good, but they just don’t have the scope a good full fledged addons used to have. Indeed, the reason I waited to play all four DLCs of NV in a row was to make it feels more like an actual addon in term of length (altough since they aren’t really connected besides a few references, it’s not exactly like a real addon in term of feel).

    And Thepal… I’ll shake that to the fact that you played the Aussie version of Ultima IX which was *already* patched, but the vanilla US version of the game if one of the buggiest game *ever* released and clearly one of the most unstable one. None of Bethesda’s or Obsidian’s game come close to the instable mess that was U9’s pre-patch.

  10. Thepal says:

    I thought Dead Money and Honest Hearts were done really well with plot/content/dialogues/quests. Old World Blues had some really interesting locations and quests, though the overall plot/characters were annoying. Lonesome Road I’ve only just started, and it doesn’t seem as unique as the others so far (it’s pretty much just the a wasteland from what I’ve seen).

    I wouldn’t say that they fall short of “the scope a good full fledged addons used to have”. There have been a few really huge addons (like Shivering Isles), but most addons aren’t that big. FNV’s DLCs are bigger than most addons I can think of (in fact, while playing them I keep thinking about how huge they are). Definately bigger than things like Forge of Virtue or The Silver Seed. Most of the things I can think of that were bigger were really new games more than addons, like Privateer Righteous Fire.