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By opting out of an open world for Avowed, Obsidian says it can give players more interesting choices to make: ‘Pacing is really tough in open world games’


Earlier today, Xbox Wire published a lengthy interview with Obsidian, in which the studio laid out its philosophy for storytelling, narrative design, and handling player choice in Avowed. Given that it’s a Microsoft-published story about a Microsoft-published game, it’s a bit fawning, but it’s worth a read to see Obsidian explaining how it works to make player decisions both satisfying and believable. And, as it turns out, doing that is a lot easier when you’re not working with an open world.

According to narrative designer Kate Dollarhyde, Obsidian’s not content with storytelling that culminates in decision points where players either opt for the Good Choice that makes everyone happy or the Bad Choice that makes everyone sad. Avowed is less interested in slamming fantasy character archetypes together to make the plot proceed than it is in how context influences outcomes, even in settings with lizardmen and magical plagues.


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