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The Power of Storytelling


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A blog by @Fionavar
I am a passionate about great storytelling especially in cRPG games. I find joy in exploring vast digital realms from the comfort of the Canadian prairies, especially when there’s a polar vortex swirling about! Whether it's strategizing in epic battles or unravelling intricate storylines, I continue to be honoured to help Obsidian nurture this community of trolls and denizens, who have been core to helping them continue to tell immersive and expansive tales!

250107_01.png.df388a708315cfd5ba4b7913c46035ef.pngOne of the primary reasons I continue to be drawn to Obsidian Entertainment, reaching back to the days of Black Isle, has been its commitment to great storytelling. This has been a quality that I believe has and continues to set it apart in the creative venture to tells stories through the gaming medium. I would like to delve into their artistic storytelling by highlighting just three examples that display their unique approach to narrative design.

For me, I was hooked by their stories back in 1990s. When I discovered the stylised ‘isometric’ game of Fallout. It illustrated to me the importance to establish a foundation for narrative depth and complexity. In these early days, I believe Fallout telegraphed this hallmark of Obsidian's later works. The game's post-apocalyptic setting, moral dilemmas, and branching storylines captured my attention to the extent that much sleep was lost and it set my expectation quite high for storytelling in video games. And it all began with a water chip …

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Ah, you're here, good. We've got a problem, a big one. The controller chip for our water purification system has given up the ghost. Can't make another one, and the process is too complicated for a work around system. Simply put, we're running out of drinking water. No water, no vault. This is crucial to our survival. And frankly, I... I think you're the only hope we have.

Vault 13 overseer to the Vault Dweller

 

 

 

250107_02.webp.24077acad2fb74eff4524dd078177cc9.webpThough the post-apocalyptic genre has always captured my geeky imagination, it has always been the fantasy medium to which I have been drawn. Some of the first books I dove into, as I discovered the power of the written words, were Tolkien’s and the vastness of Middle Earth. As I shared this passion with so many, Obsidian’s first foray into the genre, particularly through Gary Gygax’ D&D worlds, from Icewind Dale to Neverwinter nights, was amazing, but Obsidian’s ability to create its own IP was when they went to the next level.

For me, the evolution of Obsidian has been their ability to create immersive worlds that come alive in dynamic ways. At the launch of the first Kickstarter for Pillars of Eternity, I knew that something amazing was happening in the maturation of the company’s ability to weave tales. The dedication to illustrating rich and detailed environments had me lost for hours. The world of Eora, which I believe will be further expanded in Avowed, exposed me to a living, breathing world with its own history, cultures, and conflicts. The depth of the lore and the complexity of the characters means my choices unfolded in meaningful and engaging ways.

Beyond just the first title in the franchise, with Deadfire it was clear to me that my choices had consequences. This is a recurring theme in Obsidian's games, where my agency as a player is paramount. The storylines are often not linear path, but they present multiple divergent paths that lead to different outcomes. This approach not only offers opportunity to replay (if one had the time!) but it allowed me to feel like I was the agent helping the story unfold. Deadfire’s narrative, as an example of Obsidian’s narrative commitments, was further enriched by its well-written dialogue and memorable characters.

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The gods are cruel, I'm afraid. The man you seek is Thaos ix Arkannon, grandmaster of the Leaden Key, one of the most elusive and dangerous men Eora has ever known.

Lady Eydis Webb

 

The last example that I will touch on in this blog is the storytelling that shines in The Outer Worlds. If Fallout was post-apocalyptic, this recent addition to their creative library involves a journey through a dystopic future where the rich and autocratic corporations’ rule and individual freedom is intentionally oppressed. The story unfolds with satire on capitalistic greed. The satire presents a story that unfolds with a nimble wit and dark humour, which I believe is an essential component of Obsidian’s taletelling. As with their other stories, I felt I could become the Stranger. The character offered me a blank slate that allowed me to become the Stranger as I realised my choices would affect the fate of entire colonies, need alone my companions in dramatic ways. The writing is clever and thought-provoking, with plenty of twists and turns that kept me up much too late far too often!

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The Stranger: “Did you talk to Junlei?”

Parvati: “I messaged Junlei when we got back, and she replied super quick. Okay, ‘I was awake half the night thinking about what I sent. Anxious to see what you said.

I reread my message in the morning, and it was … unclear. I was drinking when I sent it, otherwise I wouldn’t have had the courage. (Also, sorry for the typos.)’”

The Stranger: “Were there any ‘funny’ typos?”

Parvati: “Um, she called my mashed potatoes ‘smashed potatoes?’ But I think that’s just what they call them on the Groundbreaker. I’ve ruined things in the past because I didn’t say things I should have, like, ‘I’ve met someone who’s become special to me.’ I want to be honest with her. So, if she feels the same about me, there won’t be any surprises.”

The Stranger: “The Isabelle crisis was all a big misunderstanding?.”

Parvati: “Heh, yeah. In my defence it’s not like Jun was all too clear about what she was trying to say. She still ain’t. I oughta go write her back. I mean, I already did. Twice. But – anyhow, thanks for taking me out, Captain.”

 

250107_03.thumb.webp.4773a340d0857ee41e6e0f96c54cd0fb.webpLet me conclude this musing, by focusing on Parvati’s Companion Quest. This component of Obsidian’s storytelling is what hooks me every time. Their ability to weave storytelling to liberate the player to see more widely through an artistic medium allows me to commit to the outcome of the story.

Parvati’s relationship with Junlei is rich, human, and inspires me to see outside of the box. It allowed me to feel like I was hanging out with Kaylee from Firefly, recognising that in this dystopic future, love endures. The human connexion and emotion this questline evokes are profound, standing as a powerful challenge to the very real-life struggles we face outside the immersion of great gameplay. If a creative story can stir our hearts and show us options that translate into how we might aspire to be better human beings to one another, then those are the games I will passionately continue to play. And that is the true power of storytelling that I continue to experience from Obsidian after over twenty-years of my relationship with them.

 

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JadedWolf

Posted

Thaos is a great villain. He is menacing and mysterious, and he has a personal connection to the player character. It's the sort of nemesis that Deadfire is missing a bit. I guess Deadfire went for a bit less traditional storytelling, but I don't really remember any antagonist from Deadfire that quite has the same impact as Thaos.

Not even Nemnok. Sorry, little fellow.

  • Thanks 1
Hawke64

Posted

Well said. These qualities, the player's agency with branching paths, choices, and their consequences, are what sets Obsidian's work apart and utilises the unique aspects of the interactive medium.

Also the strong writing and characters, rich lore, and other engaging and well-designed gameplay systems.

I am looking forward to Avowed, even if I am going to wait before purchasing (would like to have it on GOG and complete).

On 1/8/2025 at 6:46 PM, JadedWolf said:

Thaos is a great villain. He is menacing and mysterious, and he has a personal connection to the player character. It's the sort of nemesis that Deadfire is missing a bit. I guess Deadfire went for a bit less traditional storytelling, but I don't really remember any antagonist from Deadfire that quite has the same impact as Thaos.

Not even Nemnok. Sorry, little fellow.

There were Eothas and the faction leaders. I found myself quite enjoying cutting down Atsura and Hazanui Karu. They were reasonably grounded and understandable, while having the capacity to be compelling antagonists. The same can be said about the other factions, I suppose. The Vailian Trading Company was the least directly hostile to the party, but they absolutely could (did) murder random civilians.

On the other hand, allying with a faction would provide a satisfying ending as well. Though, as it required compromising my ego and losing companions, I greatly appreciated the ability to finish the game without their support.

  • Like 1
BruceVC

Posted

Great read, its not a surprise that the common thread in most of the blogs is the appreciation and love of the strength of Obsidians story telling and world building 

 

Someone might say " but every RPG has to have good story telling "  but thats not necessarily true. You can find entertaining RPG that are strong on combat mechanics or quest choices  that you enjoy but the overarching narrative is not fantastic

A grand and compelling narrative that is truly thought provoking is an art that Obsidian delivers on. And I gauge that on when I literally have to stop the game and think for 15-20 minutes about what choice I need to make and the consequence around that choice 

 

Like with PoE2 and with F: NV and who I should support around who ends up controlling NV 

 

  • Thanks 1
Fionavar

Posted

On 1/10/2025 at 10:38 PM, Hawke64 said:

Well said. These qualities, the player's agency with branching paths, choices, and their consequences, are what sets Obsidian's work apart and utilises the unique aspects of the interactive medium.

Also the strong writing and characters, rich lore, and other engaging and well-designed gameplay systems.

I am looking forward to Avowed, even if I am going to wait before purchasing (would like to have it on GOG and complete).

There were Eothas and the faction leaders. I found myself quite enjoying cutting down Atsura and Hazanui Karu. They were reasonably grounded and understandable, while having the capacity to be compelling antagonists. The same can be said about the other factions, I suppose. The Vailian Trading Company was the least directly hostile to the party, but they absolutely could (did) murder random civilians.

On the other hand, allying with a faction would provide a satisfying ending as well. Though, as it required compromising my ego and losing companions, I greatly appreciated the ability to finish the game without their support.

Thanks, Hawke64. Yes the ability to branch with choices that feel real and have consequences has always been a strength. I think it is interesting the evolution since the original FO (1 & 2) and how ambiguity continues to be a strong component of the realism: if that makes sense?

  • Like 1
Fionavar

Posted

On 1/11/2025 at 12:19 AM, BruceVC said:

Great read, its not a surprise that the common thread in most of the blogs is the appreciation and love of the strength of Obsidians story telling and world building 

 

Someone might say " but every RPG has to have good story telling "  but thats not necessarily true. You can find entertaining RPG that are strong on combat mechanics or quest choices  that you enjoy but the overarching narrative is not fantastic

A grand and compelling narrative that is truly thought provoking is an art that Obsidian delivers on. And I gauge that on when I literally have to stop the game and think for 15-20 minutes about what choice I need to make and the consequence around that choice 

 

Like with PoE2 and with F: NV and who I should support around who ends up controlling NV 

 

Heya BruceVC - I appreciate the nuance that cRPG are not intrinsically narrative driven. That has been my experience and I have found, though I love a good RPG, if it is not essentially story-driven I quickly loose interest. I think that is why SIMs interest me but tend not to hold my attention for very long!

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