logo
The Outer Worlds 2 director says not every RPG is "for every single person," so Obsidian is "not going to make a game for literally everybody" because "it waters down the experience a lot"

The Outer Worlds 2 director says not every RPG is "for every single person," so Obsidian is "not going to make a game for literally everybody" because "it waters down the experience a lot"

Yahoo25-06-2025
When you buy through links on our articles, Future and its syndication partners may earn a commission.
It's no secret that The Outer Worlds 2 stands apart from the RPG genre with its unique story and systems – features that game director Brandon Adler says Obsidian Entertainment wouldn't give up to cater to all flavors of players rather than a niche, because "sometimes you have to pick a lane."
Speaking to RPG Site in a recent interview, Adler, whose background includes genre gems like Fallout: New Vegas and Pillars of Eternity, explains what makes The Outer Worlds 2 different than other games more modern players might be familiar with. Between its New Vegas-inspired perk system that lets players "build out really crazy combinations of stuff and get these fun gameplay effects going" and no respec ability, there's a lot.
That's right – Obsidian, the company that now proudly stands as Xbox's most prolific studio, won't "allow" fans to respec in The Outer Worlds 2, even if many "love respec" overall. "I personally want the player to understand their choices are permanent – they matter – and then they think more about their choices." With respec enabled, lots of players don't do so (and I, admittedly, tend to be one of them while playing RPGs).
"There's a lot of times where you'll see games where they allow infinite respec, and at that point I'm not really role-playing a character, because I'm jumping between – well my guy is a really great assassin that snipes from long range, and then oh, y'know, now I'm going to be a speech person, then respec again, and it's like… for me, it's not wrong that people like to play like that," describes Adler. Not wrong, but not right for The Outer Worlds 2.
"Look, if we're going to do The Outer Worlds 2, I want to make sure that the role-playing is really strong," admits the lead. "I want to make sure that you're building your character and really doubling down – making sure that role-playing comes through the whole experience." If that means that the pool of potential players is smaller, Adler says that's all right. Catering to literally everybody just is "not as important" as making the game developers want.
"It's probably not a popular thing for me to say," states the director. "But, like, that's just not as important. That doesn't come into the calculus of the cool, fun game I want to make." The lead says developers "want to respect people's time, and for me in a role-playing game, this is respecting somebody's time." In an RPG like The Outer Worlds 2, it's all about the decisions a player makes and how much they matter throughout the game.
"Saying your choices matter, so take that seriously – and we're going to respect that by making sure that we give you cool reactivity for those choices that you're making," explains Adler, "that's respecting your time." It may not be for everyone, but it'll certainly be for someone. "You've got to be clear with people early on what the experience they're getting is. If that's not for them, that's understandable."
The director concludes by reaffirming his points: "We hope that we can convince you that it is – but I'm also not going to make a game for literally everybody because then I feel it waters down the experience a lot. I mean, yeah – we want to make a game that people want to continue playing for a long time, obviously. But I'll tell you, not every game is for every single person. Sometimes you have to pick a lane." That you do.Want to know more about one of the most exciting new games yet? Check out our The Outer Worlds 2 preview to read our thoughts on the RPG sequel.
Orange background

Try Our AI Features

Explore what Daily8 AI can do for you:

Comments

No comments yet...

Related Articles

No, Ghost of Yotei won't force you to swap weapons, even if you should, as the open-world game "would like players best to learn to switch weapons"
No, Ghost of Yotei won't force you to swap weapons, even if you should, as the open-world game "would like players best to learn to switch weapons"

Yahoo

time37 minutes ago

  • Yahoo

No, Ghost of Yotei won't force you to swap weapons, even if you should, as the open-world game "would like players best to learn to switch weapons"

When you buy through links on our articles, Future and its syndication partners may earn a commission. Ghost of Yotei co-director Nate Fox has confirmed that you'll be able to play the game in its entirety without switching to a second weapon if you'd like. Ghost of Yotei is taking place hundreds of years after Ghost of Tsushima, and due to this, Atsu has way more gear in her arsenal than Jin ever did. Not only does she have access to guns (which the developers have assured are not going to be overpowered), but she can also equip way more bladed weapons than the original game's own protagonist could. These include dual-wielded swords, a spear, and a flail – but if you want to continue Jin's legacy of just using a sword, the game won't punish you. Speaking to IGN, Ghost of Yotei co-director Nate Fox says, "the game definitely would like players best to learn to switch weapons when it is appropriate, cause it's the most efficient way to play." However, he concedes, "let's face it, people sometimes want to play in the way that makes them feel the coolest. And the game will not hurt you if you do that." Fox assures fans "if you want to play with just two swords in each hand because it looks cool, you can play through the whole game that way" – although he presumably means a sword in each hand, as I'm not sure Atsu is able to hold four swords at once (but she should be, because that'd be sick). This approach seems to be par for the course for the upcoming sequel, as the developers have said that Ghost of Yotei "focuses on player freedom more than any game Sucker Punch has ever made." GamesRadar+ got to speak to Ghost of Yotei creative directors Nate Fox and Jason Connell as well, in an interview that you can read through here.

Cyberpunk 2 associate game director admits CD Projekt Red "are sometimes slower" than players would like, and yeah, I'd already made peace with the fact we'll be waiting on this sequel for years
Cyberpunk 2 associate game director admits CD Projekt Red "are sometimes slower" than players would like, and yeah, I'd already made peace with the fact we'll be waiting on this sequel for years

Yahoo

timean hour ago

  • Yahoo

Cyberpunk 2 associate game director admits CD Projekt Red "are sometimes slower" than players would like, and yeah, I'd already made peace with the fact we'll be waiting on this sequel for years

When you buy through links on our articles, Future and its syndication partners may earn a commission. Cyberpunk 2077 quest design director Paweł Sasko admits that "we are sometimes slower [than] you would like" as the delayed Patch 2.3 finally goes live. The new update for Cyberpunk, which adds new vehicles, gameplay options, bug fixes and quality of life improvements, was originally planned for release on June 26, 2025, but wound up being pushed back to July 17 when developer CD Projekt Red announced on social media that "we'll need some more time to make sure we're happy with it". With Patch 2.3 now finally going live, Sasko, who's also associate game director on the upcoming Cyberpunk 2077 sequel, tells fans to "enjoy" the update as he says: "Everything we do, is for you. We are sometimes slower [than] you would like to [sic], but we always have the best of our community and our game in heart." Despite the apologetic tone, it seems as though the community has been perfectly happy to wait for the end result. Early initial reactions to Patch 2.3 seem positive, and even the original announcement that it was being rescheduled back in June was largely met with understanding and patience by the fanbase. That might be due to the fact that it's generally understood that game development is taking longer and longer with every passing year, an issue that's by no means exclusive to CDPR. As graphics and technology get more complicated and the scale of many projects increases, the time and resources needed to create these games is only getting greater, not helped by some studios jumping the gun and announcing projects way in advance of their actual release. To hammer that point home, The Elder Scrolls 6 was announced back in 2018, and there's no reason to think it'll be out any time soon. But of course, that community patience could always be because CDPR specifically has learned its lesson about rushed development. Cyberpunk's launch in 2020 was notorious for its poor performance and missing features, particularly on consoles, as well as brutal levels of crunch being reported in the months leading up to the game's release date. Consequently, the fanbase seems happy for the company to pace itself and its workload, considering the ugly consequences of what happened when it didn't. I fully agree with them on that score. Still, Sasko's comment is a reminder that good things come to those who wait, and a momentary glimpse into the priorities of a CD Projekt Red that appears to have learned its lesson. I guess with current industry trends and timescales in mind, I look forward to playing the Cyberpunk sequel sometime around the actual year 2077. Despite a rough start, Cyberpunk 2077 would eventually make it up to our list of the best RPGs! Check out what else made the list – and what took the first place spot.

This Is the Flat-Shoe Trend That Makes Bubble Skirts Look 10 Times More Elegant
This Is the Flat-Shoe Trend That Makes Bubble Skirts Look 10 Times More Elegant

Yahoo

time9 hours ago

  • Yahoo

This Is the Flat-Shoe Trend That Makes Bubble Skirts Look 10 Times More Elegant

When you buy through links on our articles, Future and its syndication partners may earn a commission. After making a big comeback last year, bubble skirts, dresses, and shorts are still as popular as ever, and Tessa Thompson just found the chicest flat-shoe trend to pair with the playful style while vacationing in Saint-Tropez. With her black bubble miniskirt, she wore a black tank top and leopard-print pointed-toe flats. With one look at her, you'll see just how elegant the shoes made her trendy skirt look. Pointed-toe flats aren't a style I've been gravitating toward recently, but they have a reputation for being the most elegant and timeless flat-shoe style there is. Plus, they're not going anywhere and are easy and functional enough for everyday wear. Given all of these factors, I've decided to purchase a pair to wear for the rest of summer and into fall to make trendier pieces look effortlessly elegant—just as Thompson did with her bubble miniskirt. If you're looking to elevate your bubble-skirt outfits or your outfits in general, keep scrolling to shop pointed-toe flats and bubble skirts to wear with them. On Tessa Thompson: Saint Laurent Nour Leopard-Print Leather-Trimmed Mules ($980) Get the Look View Deal View Deal View Deal Shop More Pointed-Toe Flats View Deal View Deal View Deal View Deal View Deal Shop More Bubble-Hem Miniskirts View Deal View Deal View Deal View Deal View Deal

DOWNLOAD THE APP

Get Started Now: Download the App

Ready to dive into a world of global content with local flavor? Download Daily8 app today from your preferred app store and start exploring.
app-storeplay-store