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Obsidian Devs Discuss Avowed's Sense of Freedom

T0@st

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"Your worlds, your way" is not just a motto for Obsidian—it's truly how they think about their players. Freedom lives within everything they do, informing how they design quests, regions, combat, and more—it's these elements that help make an "Obsidian RPG" great (and why "Obsidian RPG" is a term you can immediately recognize in the first place). Ahead of the Avowed launch on February 18, 2025, I spoke with the team behind the upcoming fantasy role-playing game to learn more about the process that offers players such a huge level of agency—and how this philosophy is being pushed in this game more than ever.

"There are choices you can make and consequences of actions you can take or not take, whether they are forecasted to you or not, that will impact the future of entire settlements, individual people, groups of people—the whole spectrum basically," says Region Director Berto Ritger. This felt evident as soon as I got off the boat in the game's first region, Dawnshore, as the entire zone is essentially laid out in front of you, waiting to be explored. Everywhere I looked was an opportunity to engage with this world, either through circumnavigating old houses to find loot, or talking to locals that would yield side quests—and this was all before I even stepped foot outside of the port city of Paradis.




One of those quests involved a group of xaurips forcing a local settler out of her home. This quest alone has a variety of outcomes: you could go straightforward and fight the xaurips in her home or play it more stealthily and scout the location to report back on what you discover. But, as with many Obsidian-designed quests, there's a bit more hiding under the surface if you decide to pry more information out of her, and that was the case here—I uncovered a more… spiritual connection to the xaurips that I was not expecting. This, as much as anything, encompasses Obsidian's philosophy: the more you engage, the more you should get in return.

"My inclination is always to leave as much as possible for the player to discover," says Narrative Designer Kate Dollarhyde. "When a world is easily digested and handed to the player, it takes away a lot of mystery because there's less to find. We want the content to be legible, so players know what's going on and how to move through quests, but I don't want the correct answer to be obvious every time. It's like a conversation between us, the designers, and the player. We give you a platform to have a conversation with us. We want you to engage in the conversation as much as we're engaging in it. We provide tools for that but leave room for you to play the way you want."



When designing choices, the narrative team breaks these down as short-term, medium-term, and long-term factors. Short-term choices involve decisions made during conversations that may result in an NPC revealing new information, offering a new way to end a quest, or reacting negatively. Medium-term choices may affect the outcome within the full length of a quest. Long-term choices influence events over the course of multiple quests or the entire game. "Whenever we sit down to design the critical path, the region stories, and the side quests, we're always thinking in terms of short, medium, and long-term choices. It does get a little complicated trying to figure out how it all works together, but thankfully design is iterative," adds Dollarhyde.

Obsidian has learned through iteration that sometimes these goals may be too hard to find for some players, so they would gradually layer in more hints, references, and suggestions. However, part of making choices feel personal for the player is feeling as though they're opting into them - Obsidian doesn't want players to feel like they're being led around by the nose. It's a balancing act achieved through playtesting, iteration, and careful attention.

The full preview feature—on Xbox Wire—can be found here.



Avowed is launching February 18, 2025, for Xbox Series X|S, the Xbox app for Windows PC, Battle.net, Steam, cloud, and will be available on day one with Game Pass. Players who purchase the game for either Xbox or Battle.net or have a Game Pass Ultimate or PC Game Pass membership can play on both Xbox and Battle.net by linking their Xbox and Battle.net accounts.

Avowed is currently available for pre-order on the Xbox Store, Battle.net, and Steam. The Premium Edition offers up to five days early access, two premium skin packs, and access to the Avowed Digital Artbook & Soundtrack.

View at TechPowerUp Main Site | Source
 
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I really love Obsidian but man this game is looking rough. It smacks of Eurojank like Elex and Gothic.

Nice graphics but the art direction feels too soft and all the models have this plastic molded doll look to them.

The PoE world is also... lets say I really enjoy cRPGs and I grew up with some of the best of them but PoE's world is just a bland, generic snooze fest.

I really hope we get a return to Alpha Protocol some day. Hell, even a remaster would be a godsend. There is an IP that is unique and fresh and a breath of fresh air in the ARPG arena...
 
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If reactivity is there then some of the eurojank can be forgiven, surely? I still haven't played Deadfire. Looking forward to that when (if) given the chance. I have fond memories attached to the first, high hopes for the third, if Sawyer gets his wish.
 
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I really love Obsidian but man this game is looking rough. It smacks of Eurojank like Elex and Gothic.

Nice graphics but the art direction feels too soft and all the models have this plastic molded doll look to them.

The PoE world is also... lets say I really enjoy cRPGs and I grew up with some of the best of them but PoE's world is just a bland, generic snooze fest.

I really hope we get a return to Alpha Protocol some day. Hell, even a remaster would be a godsend. There is an IP that is unique and fresh and a breath of fresh air in the ARPG arena...
That's exactly the issue I have with this franchise too. PoE ... yes, all the elements are in it, all checkboxes ticked... and yet, it leaves me stone cold, totally unimpressed, not a single moment in those games was truly memorable. Its a bit like a B-flick with all the cliches and mediocre actors, none of which stand out, or a fast food restaurant where you order what you order every time. Its like going through the motions, but to what end, remains unclear. You already know you're not gonna walk out with something new.
 
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I really wish Obsidian was paired with other developers for their games (I understand that game economics make this a non-starter). Their plots are great, their characters are interesting, they always put a twist on regular RPG tropes with their writing. But the actual quality of their games in graphics, mechanics, etc, is always lacking that certain je ne sais quoi.

Give this studio a whole package of existing game assets, a fully functioning game engine and developer tools, and they will do a great job with the sequel. Ask them to create a IP from scratch with homegrown tech and new assets and the result is closer to Frankenstein's monster.
 
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I really wish Obsidian was paired with other developers for their games (I understand that game economics make this a non-starter). Their plots are great, their characters are interesting, they always put a twist on regular RPG tropes with their writing. But the actual quality of their games in graphics, mechanics, etc, is always lacking that certain je ne sais quoi.

Give this studio a whole package of existing game assets, a fully functioning game engine and developer tools, and they will do a great job with the sequel. Ask them to create a IP from scratch with homegrown tech and new assets and the result is closer to Frankenstein's monster.

-Ironically under Microsoft it feels like Obsidian's technical capabilities have improved a lot, but their actual storytelling and the hook in their games seems to have gone away.

The Outer Worlds was the most stable, least buggy Obsidian game I've ever played. It also was one of the blandest in terms of cast, characters, gameplay, and plot.

Tyranny it was not.
 
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-Ironically under Microsoft it feels like Obsidian's technical capabilities have improved a lot, but their actual storytelling and the hook in their games seems to have gone away.

The Outer Worlds was the most stable, least buggy Obsidian game I've ever played. It also was one of the blandest in terms of cast, characters, gameplay, and plot.

Tyranny it was not.
Hmm, that is even more tragic, I have strayed away from Obsidian over the years, bounced right off Outer Worlds in less than a hour (for the reasons you mentioned probably). I am still bitter about never getting Kotor 3 from either Bioware or Obsidian when both studios were in their prime.
 
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Have they fixed anything about the game after Microsoft forced the delay?
The dev team has been doing a massive amount of talking about everything except for the gameplay on every media platforms which is generally concerning.
 
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I'll wait for the reviews. People seem to praise Obsidian to the hills "for their writing" but much of that seems to be "I really liked Fallout New Vegas and will extrapolate that onto everything else they touch". Personally, I can't say I found The Outer Worlds, Tyranny, Pillars Of Eternity, etc, to have noticeably better writing than any other RPG / FPS by Larian, Bioware, 2K Games, etc. In fact the first PoE felt like it fell apart after Act 2 and both PoE's felt very "tickbox deisgn-ey".
 

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That's exactly the issue I have with this franchise too. PoE ... yes, all the elements are in it, all checkboxes ticked... and yet, it leaves me stone cold, totally unimpressed, not a single moment in those games was truly memorable. Its a bit like a B-flick with all the cliches and mediocre actors, none of which stand out, or a fast food restaurant where you order what you order every time. Its like going through the motions, but to what end, remains unclear. You already know you're not gonna walk out with something new.

At least with POE you did not need to spend a penny until mapping. But your right good story's and etc has gone to shit over the years.

Obsidian were good at story telling, that's it, this is not on my buy list but i be keeping a eye on it but i am not going to hold my breath that's for sure.
 
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That is one bigass beetle!
 
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Sadly, this isn't the Obsidian teams of old. It looks like an increasingly generic "check-all-the-boxes", safe, and boring RPG game like someone else put it, and aside from the neat skeleton art cover, nothing about this game is motivating me to buy it. I probably will wait and see how it actually turns out in actual extended gameplay vids, but from what I've seen so far, it looks so bland. I had some hopes for the game; the early concept art and background setting looked and sounded exciting, but the actual art and teasers killed all the interest.

At least it appears one could chose to be a true evil (or at least Chaotic/A-hole) character if they wanted to be, which is more than can be said of other recent RPGs.
 
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I have fond memories of almost soft locking myself into the Endless Paths of Od Nua in POE. The White March DLC was a step up in quality from what I remember, although that might have been the Icewind Dale influence. Not sure if that is a trend?!
 
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