Key Takeaways
1. RPGs have traditionally coddled players by ensuring every choice leads to success, which diminishes the meaning of choices.
2. For choices to be meaningful, they must have the potential for both good and bad outcomes based on player actions.
3. Players should engage thoughtfully with RPGs instead of relying solely on objective markers that bypass character interactions.
4. Obsidian’s design in The Outer Worlds 2 allows players to explore different strategies and access all content from the start.
5. The success of games like Baldur’s Gate 3 indicates a shift back towards meaningful player choice in RPGs.
Following the recent release of The Outer Worlds 2, game director Brandon Adler took some time to consider and discuss his views on RPG design philosophy. He expressed that the genre has been “coddling” players for years, giving them a sure chance of winning no matter their choices or character builds. Adler hopes to see this approach change, and it appears to be shifting with the success of games like Baldur’s Gate 3.
Adler’s Perspective on RPG Design
In a conversation with GamesRadar+, Adler shared his beliefs:
Overall, it seems like a lot of games, especially RPGs, operate under the idea that, ‘Hey, you can’t make bad choices, so every character build is okay, and we guarantee that whatever you do, everything will turn out alright.’
The issue with this, in my view, is that for choices to be meaningful, they must have the potential to be either good or bad, based on the player’s actions.
The Importance of Player Choice
Adler also noted that he has seen many content creators and streamers experimenting with “bad character builds” in The Outer Worlds 2. He believes these builds and decisions are “perfectly valid ways to play.” However, he criticized the tendency of gamers to depend heavily on objective markers, which allow players to bypass thoughtfully designed NPC interactions and conversations.
He went on to mention:
In a genuine RPG, you really need to consider what’s happening while you’re playing through it. You should be ready to engage with the game. I’m noticing more of this now, especially with releases like Baldur’s Gate 3.
I think it’s beginning to shift back in that direction. That’s wonderful because I believe players are going to enjoy rediscovering how RPGs can provide real player choice that they might have been missing for a while.
Obsidian’s Game Design Choices
Staying true to this philosophy, Obsidian chose not to restrict quests in The Outer Worlds 2, enabling players to try out different strategies and maintain access to all content right from the start.
In another interview, Adler discussed the RPG experience in The Outer Worlds 2 and remarked, “Everyone is going to have a unique experience, and they might not encounter everything, and that’s perfectly fine.”
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