Much respect for surviving in this industry for a quarter of a century -- and then by doing mostly RPG-Likes. But to be honest, Obsidian's management seems to suck a bit also. At least once it gets heavily involved with creative decisions.... which seems too often. Avowed got delayed and rebooted a couple times to hit in 2025 because the founders first wanted their $kyrim-Like in Eora. Then they shifted it all towards multiplayer (the trend of the mid 2010s, see also Bioware and Anthem, Arkane Austin (RIP) and Redfall). Then they decided that all of that wasn't to their strenghts and restarted another time. The Outer Worlds seemed to have started out as a similar shallow sales pitch: "Fallout-Like... in SPACE!" (Legend has it that Feargus kept neglecting Tim Cain's ideas until Cain proposed what Urquhart had been waiting for all along). Tim Cain is certainly on record as saying that the direction given was targeting a more "casual audience". Whether that helped to attract players and keep them excited long-term for mucho sequels, who knows. I'd argue it certainly didn't help the game to leave a more impactful footprint. Given that it's a game of heavy looting, but loot (and ammo) is to be had in such an abundance, it doesn't even matter. Same as with the "stealth", even the quest design seemed to assume an audience that would get lost in their own toilet, with everything being blatantly signposted -- in a game supposedly all about player expression! Nintendo shows more confidence all throughout Zelda than any this. Deadfire balooned in cost and workload because of the management's late decision to include Full-VO, contributing to the initial commercial underperformance. Even Josh Sawyer talked openly about this in a Post Mortem. Hindsight bias in parts, to be fair. As that decision was of course driven by Larian doing full VO at the time and Larian... well look at where they are now. Not sure if there's any truth behind the story about the development of Tyranny and how Paradox money was supposedly used... creatively (so let's not go there). It's too easy to look at the game as a confirmation all itself, given that it never had a proper ending (I still liked Tyranny). And then don't forget the Kickstarter and Pillars Of Eternity that helped saving the company back then. That was initially blocked by management, they were rather hesistant at the very least. Josh Sawyer and Adam Brennecke had to fight hard to get them to agree and give it a go. Later on, they were even threatened to get laid off if they wouldn't have met the final deadline. Seems "just", smacks me as big time disrespectful however, in particular considering how Sawyer had helped in saving management's ass at least once before (see the remarkable development and crazy deadlines of Icewind Dale II at Black Isle / Interplay). TL;DR: It seems that Obisidian is at its best when the creatives have a bit of leeway... Grounded initially was a small team project, Pentiment naturally never meant to be a big money machine, Mask Of The Betrayer a DLC that didn't have the pressure to deliver the revenue of a main release also. And back with New Vegas, it's easy to see an environment where developers could do a little bit more of their thing also. As the mere prospect of doing another Fallout, any Fallout after Bethesda's commercial smash of FO3 must have won Obsidian management over. Here's hoping for more Groundeds and Pentiments and Pillars Of Eternitys anyway... in whichever format!