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Posted

gotta feel good to be Obs, opening act to an Xbox E3 briefing ...

 

am seeing this game referred to as an fps rpg -- a confusing pairing, like salsa on ice cream, but Megan's confidence in the narrative lends to giving it a shot

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All Stop. On Screen.

Posted

Thank you for these posts.
It's sad ... it looks like the hype is gone (EPIC will have really hurt the promo of the game I think).

★ â˜… â˜… â˜… â˜… â˜… â˜… â˜… â˜… I ' M â˜…  â˜… â˜… â˜… â˜… â˜… â˜… â˜… â˜… â˜… â˜… â˜… â˜… â˜… â˜… â˜… â˜… â˜… â˜… â˜… B L A C K S T A R  â˜… â˜… â˜… â˜… â˜… â˜… â˜… â˜… â˜… â˜… â˜… â˜… â˜… â˜… â˜… â˜… â˜… â˜… â˜… â˜… â˜… â˜… â˜… â˜… â˜… â˜… â˜… 

Posted
  On 6/12/2019 at 7:19 PM, BillyCorgan said:

Thank you for these posts.
It's sad ... it looks like the hype is gone (EPIC will have really hurt the promo of the game I think).

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The hype may be gone for some, but I'm still pretty hyped.

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"Too much of the animal disfigures the civilized human being, too much culture makes a sick animal."

Posted (edited)

Megan Starks interviewed at Gamasutra: https://www.gamasutra.com/view/news/344731/QA_Writing_new_characters_new_worlds_in_Obsidians_The_Outer_Worlds.php

  Quote

 

Q&A: Writing new characters, new worlds in Obsidian's The Outer Worlds
outerworldslg.jpg

For many RPG players, there’s been a Fallout: New Vegas hole left in their hearts.

Released in 2010 by publisher Bethesda and developer Obsidian, New Vegas was different from the Bethesda-developed Fallout 3 that came before it. New Vegas was arguably more surprising in the storytelling and narrative department; inarguably, it was a weirder game than its predecessor.

It all makes sense when you consider that Obsidian has the DNA of Fallout coursing through its veins. Founded by Fallout 2 developers from Black Isle Studios, a subsidiary of Fallout creator Interplay, Obsidian couldn’t help but infuse New Vegas with that mix of dark, silly strangeness that made the series so memorable.

And here we are in 2019 – Obsidian is now owned by Microsoft, and is having a game published by Take Two's label, Private Division. Through this entanglement of corporations emerges what’s being called a spiritual successor to Fallout: New Vegas, and it’s called The Outer Worlds. Helmed by Tim Cain (best known as creator of Fallout) and Leonard Boyarsky (also known for his work on Fallout), The Outer Worlds could give players a unique dose of RPG weirdness that so many are looking for, in a brand new universe where corporations rule everything.

Working as senior narrative designer on The Outer Worlds is Megan Starks, a self-professed (chaotic evil and) Fallout fan with credits on Fallen Earth, Deadfire, Tyranny, and other games. At E3 this week, she gave us a rundown of how she creates characters and worlds in The Outer Worlds.

Edited for length and clarity.

What’s it like working on games with so many branching dialogs and narrative?
Working on Obsidian games is really rewarding, because we’re always trying to account for players trying to take different routes through the conversations. The content is based on the way they want to play the game, whether they want be good or evil, somewhere in between, whether they’re doing combat or an intimidation type character or stealth, leadership – we really provide lots of different routes through any given conversation.

At the same time, we want [the game] to react to everything, So we’re always keeping track of what players are doing in the game, and having the world change based off of that.

So what kind of tools do you use for your job?
We have a proprietary editor for making conversation in the game. But it’s really nice – it’s a node-based system. Basically what you do is you make a file that’s going to be the conversation, and you can put different conversations on different NPCs.

In the demo, Catherine [a key NPC] could have multiple different files on her. So to make conversation within that, you make different nodes; you have player response nodes, which is what the player says to the NPC, then you have NPC nodes, which is what the character says when talking back to you.

Within the nodes you have this string, the actual writing. So we’ll have Catherine say ‘Hey, what do you want?’ and also you do all your scripting on that node. Basically you pull in the dialog and the VO and you also pull in what’s happening - if she’s giving you an item, if she’s advancing your quest, stuff like that.

It’s based on drop-down logic that goes top-to-bottom. For example, usually the way that I structure conversations [in the tool] is at the very top is ‘You’ve exhausted all of this person’s quests,’ and if you come back to them, they just have a single reactivity node that’s ‘Thanks for helping me out!’ or ‘Screw you, I hate you forever!’ You just work your way down. I always try to have a unique intro, especially for important NPCs.

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Leonard Boyarsky interviewed at RPG Site: https://www.rpgsite.net/interview/8625-the-outer-worlds-interview-with-game-director-leonard-boyarsky
 

  Quote

 

The Outer Worlds: Interview with Game Director Leonard Boyarsky

It's been about half a year since Obsidian Entertainment first unveiled The Outer Worlds on The Game Awards stage. We were lucky enough to be able to get a live preview of the game late last year as well as talk to Narrative Designer Megan Starks about some of the game's philosophies about companions and choice. Half a year later, and Obsidian led off Microsoft's E3 2019 presser with a new trailer and a release date.

Afterwards, we were able to see about 30 minutes of new footage from the game taking place on the inhospitable Monarch (the footage was also shared on the E3 Colisseum webcast.) After the demonstration, we were able to sit down to chat with Game Director Leonard Boyarsky to talk about the identity of The Outer Worlds, comparisons to Fallout (Both Obsidian's New Vegas and the Interplay original), level scaling, the possibility of an eventual sequel, and more.

After graduating Cal State Fullerton and the Art Center College of Design with not one but two degrees in illustration, Leonard Boyarsky started working in the game industry as a freelance artist in 1992. After completing various art tasks on Unnatural Selection (eventually published by Maxis), Leonard became a full-time employee of Interplay Entertainment, as one of the lead artists on Stonekeep. After completing work on Stonekeep, Leonard became the Art Director and designer on the title he is best known for, Fallout, where he created the iconic '50's look, the Vault Boy character, and the intro and outro for the game among many other things. After completing the design for Fallout 2, Leonard became one of the co-founders of Troika Games in 1998, where he fulfilled a multitude of roles, including CEO, art director, concept artist, animator, modeler, designer, and writer on the classic games Arcanum (2001) and Vampire: Bloodlines (2004). From 2006 - 2016 Leonard worked at Blizzard Entertainment on Diablo 3 (2012) and its expansion, Reaper of Souls (2014) as the World Designer, conceiving and writing many of the new areas of the world and backstories for the new classes. In 2016 Leonard left Blizzard to become the co-Game Director on The Outer Worlds.

RPG Site: So what's it like to have your game lead off the Microsoft E3 Press Conference this year, is that something you ever thought would happen?

Leonard Boyarsky: Nope, it was quite a very nice surprise.

RPG Site: What's it like to be able to leverage that kind of opportunity?

Leonard Boyarsky: With the exception of my time at Blizzard, everything I've gotten to work on has been relatively obscure things without a high profile -- back when I worked on the original Fallout even, no one knew what it was or cared.

RPG Site: So what is your specific role or title for this game? You and Tim Cain are often paired up, both acting as co-Directors, but what's been your focus specifically when it comes to The Outer Worlds?

Leonard Boyarsky: Well we both make sure to have a hand in the world building -- we create the world together, but I'm in charge of the writing, story, and art, while Tim focuses on more systems design and gameplay. But yes, we both do act as co-Directors.

RPG Site: People are often very quick to make comparisons to game's like Bioshock and especially Fallout: New Vegas, what do you feel when you see those comparisons made? Do you ever worry people are going to expect the game to be something different than what it is?

Leonard Boyarsky: Well, I think it's unavoidable that those comparisons are made, especially regarding Fallout. and I thought Bioshock did a fantastic job of world-building as well; the games we've been compared to are generally considered top tier, fantastic games so when the comparisons are made favorably, that really excites us. It's really funny, because we when made [the original] Fallout, it was something no one had really seen before. It was kinda steam-punk as it was at that time -- we didn't have all these other punks like diesel-punk, cyber-punk, so now there's this wider genre already out there. So we still wanted to make The Outer Worlds something people haven't really seen before.

RPG Site: So what sets The Outer Worlds apart?

Leonard Boyarsky: I think it's the tone and feel of the world, and the fact that it really reacts to your choices. There are a lot of games that do that now, at least more than there used to be, but I feel that we take it further than other games. That was one of the reasons that we didn't want a voiced protagonist. Because you know, once you do that you set the personality of the player at least partially in stone.

RPG Site: Speaking about Fallout, there's a sort of relevant tangent there as voice acting was added and it's not always seen as the best change the series has undertaken.

Leonard Boyarsky: Yea, I can't speak as to why Fallout went that direction, but for us it wasn't even a discussion to voice the player-character. It was always assumed from minute one that we would not. There's two aspects to it -- no matter what voice you 'pick', someone is going to feel that who they hear isn't who their character is. On the other side of that, if you're recording player voices you have to restrict what you write. If you come up with five more ideas or choices, but there's no opportunity to record new lines, then you can't really go further with ideas and you can't easily go back to add choices that weren't there before. So it gives us a lot more freedom, and it allows the player to completely imagine who they are in our world without anything in their way.

RPG Site: So about the characters that are voiced, the companions -- last year I got to talk about them a little bit with the game's first showing, but a couple of things were kept under wraps. We only knew of Felix and Ellie and since then Parvati. Is Nyoka (a companion showcased during the E3 demo) new?

Leonard Boyarsky: We didn't make a big deal about the reveal, but she was in our PAX demo a couple of months ago. So those are the four companions that we've talked about, and we aren't sharing yet the ultimate number or who the others might be. As always, we want the companions to be very integral to the game world. For instance, Nyoka is from Monarch, so when the player is running around this area, other characters will recognize her and have that history with her. She'll probably help call out a few people that are actually full of **** and trying to mislead you.

RPG Site: Seems like something she'd say.

Leonard Boyarsky: Exactly, and not only that but we tried to emphasize the Leadership characteristics in our demo, where companions are buffed to be even more important, and they'll even give part of their skills back to the player, so we don't just have companions as sounding boards, they'll have that gameplay role as well.

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Edited by Infinitron
Posted
  On 6/22/2019 at 2:21 AM, lolo said:
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Losing a companion, whether they just leave your squad or outright die via permadeath in the challenging Supernova Mode, is a loss in terms of both story and combat.

😮

"Too much of the animal disfigures the civilized human being, too much culture makes a sick animal."

  • 3 weeks later...
Posted

https://news.game.co.uk/the-outer-world-interview/

 

GAME: Have you put something in the game knowing that it will almost likely be never seen by someone?

Dan McPhee: I love that stuff. I love the little details like that. Yeah, [in The Outer Worlds], there’s one town where there’s a little group of people just drinking around a little fire. And I put in some interactions where if you steal their drinks, they’ll yell at you about it. No one’s ever going to do that. But the few people who do I think will find it really funny. I like that stuff. So I kind of try and pepper it in wherever I can.

More NPCs react in outer worlds😊

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