How Obsidian Designed The Outer Worlds' Quests
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- Опубліковано 27 сер 2024
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In the third video exploring the design of The Outer Worlds, we talk to the level design and writing team about how they crafted some of the game's most complex quests & areas.
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Hosted & Edited by Danny O'Dwyer
Filmed & Colored by Jeremy Jayne
Gameplay Capture by Frank Howley
Produced by Danny O'Dwyer & Jeremy Jayne
Never did I think a speedrun that I did would get brought up in a Noclip doc. Absolutely made my day
Ah, the GOAT has arrived.
Hahaha That must feel so great! :D
I remember you, you beat it in 12 fucking minutes
Congrats, man!
I'm faster
I always struggle to decide if I should watch these as soon as they come out, or leave it for later so I have something to look forward to. It's a good problem to have.
Why not both ?
Editing wise, I think this might be one of noclip’s best. Really enjoying this!
Man, I just finished this game. It was the PERFECT length.
I love it. I love the narrower scope. It's a good start for a franchise. I adore the lore and characters. Though, I'd love for the team to expand upon what's beyond the Halcyon system in a sequel.
The only issue I had was how many loading screens there were.
I thought so too. I did nearly every single thing in the game (didn't do a couple of companion quests) and finished the game at 49 hours. I didn't find it short at all. Smaller world, packed to the brim with content. At least I thought so. I was completely satisfied. And because I did side quests alongside the main quest, the main quest progressed slowly which helped give that illusion of length though the main quest alone isn't terribly long.
@@seth4321 Most side quests ended up tying into the main quest in some way or other, in an "everything is connected" kind of way, so doing them felt meaningful.
@@Whitecroc try dlc its good
I couldn't get into the game myself, but that doesn't stop me from appreciating this deep dive into the game's creative process. A very well constructed doc NoClip, love the content!
That guitar music track played in the starting minutes of this video is my favorite in the entire game. In terms of the content it's really interesting learning about quest design from some of the greats, you can tell Obsidian puts so much love, care and thought into every layer of their game. Even when working against time / budget constraints, they manage to pull out an incredible experience at the end.
same, it's uncannily similar to the Breaking Bad theme. love slide guitar
I love how they all sound so excited talking about the game, really shows the love that went into it. Thank you for this documentary.....you should try and do Playground Games (with their RPG project)
I really liked this game and was happy that you are able to turn around the whole outcome and have some awesome missions aswell. It was a good experience
I have been loving this series! I love no clip, really good journalism, with a really fun approach to delving into something we all love, that's obviously in of itself, a labour of love
I know it's like a fallout thing, but the fact that everyone maintains eye contact all the time, just creates such a weird unnerving feeling
As a PC gamer, hearing about all the cuts they had to make to fit the console memory budget makes me sad :/
Yep, almost the same for me. But not sad, mad.
I found this games fun but not really immersive, mostly because of the emptiness of the streets and the smallness of the maps. I guess we have to blame consoles for it... again.
@@aFFiSCioNa but it's the same every gen. I only hear excuses that consoles limit the development and once the new gen launches that is obviously more powerful we still get the same complaints.
If you think about how crowded the Assassins Creed games are and how big the maps I'm still wondering about it.
Will we ever reach a point where we'll have enough power?
@@M1tZk1 If consoles would actually push the envelope maybe we'd have enough power. As it stands they are always years behind the available computer hardware.
@@qyuburt2796 to be fair, that's only really true for the current generation. 360 and PS3 were years ahead when they launched, they just stuck around for 7-8 years before the new consoles came out. PS5 and Series X both seem to be pushing boundaries far beyond what PC can do for the price.
When the majority of players are console, you must tend to the masses. Is what it is.
I think one of the most notable indicators for the quality of this game design is how there were all of these options for ways quests could be addressed, but whatever path you took seemed like the one that was intended.
I've been following your content since Gamespot. NoClip's content makes me appreciate the games I play far more. Really appreciate the hard work.
Headcannon is that this is the timeline where Mr. House got humanity into space
Canon with one n. Although a cannon that one wears on the head would be pretty fetch.
I'm more of a tiddy launcher man myself
I really loved how Outer Worlds had so many different avenues to succeed within the parameters of the goals they give you. I thought stealth could have been a bit more impactful, but the avenues for player choice within the missions is really satisfying. I liked how, in the geothermal plant, it was possible to sneak and be a bit more finesse-oriented with shutting down the robots.
I did feel like some of the bigger choices lacked a bit of nuance. Most of the major choices in the story had one clear, morally superior option which I found a bit disappointing. That said, they were still very enjoyable and by no means bad.
The biggest problem was the lack of consequences for the choices. Choices are good, but they need to have an impact in the game. Edgewater for example, no matter if you shut it down or save the city, it does nothing except moving a few characters around. Worse if you shut it down, people will go and protest in front of the cannery. You comme back 30H later, it's the exact same. The city isn't deserted, people didn't die of hunger or went full marauder, or they didn't try to overtake Adelaide's camp for instance. Once you're done with a quest, with a choice, absolutely nothing moves, like if you were not supposed to come back.
Choices are just a checkbox in a list to generate a final slideshow. But seeing how much they had to cut from the game due to budget constraints, I can understand it. I just hope their next game will be better. They could become the next CD Projekt.
Yeah, the lack of nuance is at its worst with the Board whose stupidity is so up to eleven that it’s impossible to ever rationalize siding with them unless you want to be evil
@@efrenyalung1348 I mean, that sounds exactly like Caesar's Legion. Or even House. So, its an Obsidian trait
Thanks for these man. They're always entertaining in the best of times. But these days they are little rays of light breaking through some pretty dark times. Also I'm a doc filmmaker myself outside of this geeky youtube channel, so I really admire the craft on display with these.
That nav key quest is my favorite because of how diverse you can tackle the problem
SO great to hear them talking about the quests. They're all so well done, and I looove how many options there are for everything! ^_^ I didn't even know there was all that stuff with the cystipig factory, as I walked in, changed the financials, and left. SO good!
4:08 I see that the "zoom-locked on an NPC's face while the stand up to talk to you" is still alive and well x)
Noclip, are there any plans for a documentary on CYBERPUNK 2077?!?!?! You guys do the best game documentaries!!! I needs me a Cyberpunk 2077 doc!!!
Being a console gamer most of my life, it saddens me to hear they had to cut out content just to make it work on consoles. Even though this may be so, I still adore The Outer Worlds for exactly what it is; a spectacular experience through a Space Frontier. ♥️ I will always play The Outer Worlds. It's by far the best game to come out 2019.
25:15 Jesus XD
KAKAKAKAKAKAK this is wonderful! PRANK! It is terrible! I looked in the mirror and saw something UNPRETTY: my face. KAKAKAKAKAKA! But I am happy agayn because I have TWO HOT GIRLFRIENDS and I use them to get views on my videos! KAKAKAKAK!!! Good day, dear shell
I really like the episodic nature of this series. Much more digestible than some of the longer docs.
I never finished my supernova run, these videos are awesome and are making me want to go back and finish it.
I need to start actually sending this man money on patreon. I APPRECIATE your work THAT MUCH!!!!!!!! NoClip, WritingOnGames, Mark Browns Game Maker Toolkit ..... all these channels are SIMPLY AMAZING
This series is phenomenal!
Great video, definitely going to play through the game now!
Really enjoying this series.
This video is really making me want to replay the game, some of these quests were so great.
This channel deserves so many more subscribers!!! Show your friends!!
I went with the hard route, landed in Cascadia, and it took me hours and hours to fight (and die, a lot) my way through to Stellar Bay. I did it, because I remember doing the same in New Vegas by going straight through/past the deathclaw quarry junction.
I frankly cannot think of someone else who would be able to tell their story as well. Danny is as passionate about sharing these stories, as the creators are about creating there videos. Oops...did I just spilled a secret behind Noclip???
I love watching these videos and after playing through the game. Makes the experience soooo good!
This channel is doing an awesome JOB!!
I love it
i wish i liked this game more
10:22 That music is very reminiscent of Everybody's Gone to the Rapture
I really hope the success of this gives them the opportunity to keep making quality things like this but at an even larger scale fully realizing the open world promise
Can't wait to watch after work!
The Outer Worlds' scale was just plain perfect
I love this game! It strikes the perfect balance between exploration and sotry for me. It's not to vast that I'd get lost in side quests and not to linear as well.
I love the dialogue as well. In many games I'd just skip most of the text to get to the important information but in this game it was so much fun listening and being immersed in this world.
Great job! Too bad it was the last Playstation game.
@@Largentina. ?
Heh I used the same town at night music clip from the game as the intro for my let's play series . I like how you've used the different locations music from the game to tie the video together as each mini world is being discussed as well.
For Groundbreaker, it sounds like they had an issue with too many loading screens in between quests, but then instead of localising those quests more in some way they just caused an even clearer issue that games always run into with big areas, memory.
Seems like maybe they could have structured that area differently to still use some loading screens, but keep the movement needed between those areas more limited?
I'm wondering how much got scrapped overall, because of a problem they kinda caused for themselves for an experiential aesthetic (no loading). Waa it worth it?
Monarch was the best area. And really the only area where I felt immersed and I felt like I got my moneys worth. Ground breaker was really bad. I think they hit you with that way too quickly because it was so dull.
Love the docs, keep it up :)
Edgewater is a wonderful first area. Roseway is probably my favorite, though; the area and quest design there are top notch.
0:10 When you love your job.
it’s a a shane how much was cut from this game, but.. the game sold well and was a great foundation.. can you image what they are going to put into The Outter Worlds 2?
Just make some DLC like they did for new vegas
@Marc Cioffi Who’s Shane?
it means a lot after investing my time playing the game.
Nitai.. Immediately love that guy...
This game was so magical!! It had been a while since I played a game where I was actually interested in my companions and their backstory. I hope they make some awesome DLC or a game that is a combination of Elite Dangerous, Mass Effect, Outer Worlds with armor/weapon customization.. 😆
I only wish I could have time to play this one day
Boarstwurst is people!
It's funny how they talk about the path they designed to for roseway, but I did it the exact path, but in reverse.
What is with Obsidian and cannibalism quests
Surprised about the things they said about Roseway, considering it's the only planet I actually can't remember much of. This is after an 80-hour first playthrough on Supernova difficulty and reading 95% of all logs and listening to all dialogue options. Roseway just wasn't very memorable for me. Doesn't make it bad, though. It's just the other locations were just a lot better.
"the first planet is called Terra 2"
*_confused screaming_*
Really ♥ this channel :)
I really like the voice acting though because of the limits of having so many characters it can make the physical acting look a bit stiff.
I hope they can do a remaster for next gen consoles that includes everything they wanted
Adelaide sounded like a sociopath to me. She only mentioned her life as valuable then tried to manipulate the situation with mentioning Parvati' father and didn't say anything else to negotiate. I'm like "I'm told to do this, convince me not to." and she just shouts with no argument or good reasoning to just hurt the town. No empathy with that witch.
Hopefully their next game will be not compromised by budget and hardware
Another great doc! 👍
when those dlc coming + i hope gog release
Since the outer worlds has no drm, a gog release is likely
I love this game. All these vids mention “ cut content” and I would like to say bravo. I would much rather play this game twice 2 different ways than one long bloated exp grind. Thanks. I hope other games follow YOUR trend.
A good part of my playthrough involved staring transfixed at the sky-box. I've a feeling a lot of the allure on Obsidian's games are exactly the art department, so it was nice to see that covered here
When they say Rosewood was a "vertical slice map" what do they mean?
that one dude forgot that he is in an interview n trying to backseat us xd
I know they're very different games and engines but, I can't see how Cyberpunk 2077 is gonna be able to have as many npcs on screen at once like in that initial demo if these guys were having a hard time with like 20 or 30
I wonder how long the speed run would be if that safe model wasn't changed...
I thought this game company braged about how all there voice acting was ai but by these interviews it doesn't sound like they even used ai.
I completed the entire game, never touched the corporate quest because I could hack or something (maybe dialogue) to remove my impound order.
i think if people saw this less as a new vegas 2 and more something like a first person kotor people would have better expectations.
it's also the cloest we are ever getting to a firefly game.
I wanted my big choose to be stealing the power cell straight off, but guess they didn't like that idea :(
So did i but tha game said "NO, Bad Player! You'll do things the way we want you to do them! That way you can pretend to have a choice."
Anyone else sad to hear about content being cut to meet console specs? I never gave that much thought, makes me wish for a PC version and console version :/
yes it sucks. the pc port should be way better but sony and microsoft will never allow that
I had a bug at the very end and couldnt finish it. Add it to a long list of games that are put out to soon.
I think the main strength of this game is it's humor.
If you do not get that, the game will look a little bland, combat is a bit, well, not brilliant.
When I hear people on the internet complaining about this game it is clear to me that these people did not get the humor of it.
Being a cynical bastard myself, I really loved the game and I think it hits more close to home than a lot of people realize.
It sort of mocks the world we are in, or at least seem to be going towards more and more.
That aspect makes this game world class and unique.
And that it is done without being too political makes it all the more clever.
this video begins like a joseph anderson essay
"Player would have to go through 2 or three loadscreens just to leave" - Bethesda is never worried about this up till this day...
So if this was PC only, it would have been quite a bit nicer.
Love thos documentary :)
but why are all the ingame shots in such super low field of view? it feels a bit claustrophobic tbh
depending on the game i play with 90-110 fov but this feels like a 65
but maybe thats just me
Hey this video is awesome but the music is really loud at around 4:00 , love your work though.
actually, seeing it more the music feels very loud in all the interviews. a version of the video where the music is quieter would be much appreciated!
I love the docu-series. But gotta say, the gameplay scenes are choppy as hell. How come?
You're so spoiled
@@businessmail4929 why does that cause the gameplay scenes to be choppy? 💩
17:47 As a programmer I find this explaination lacking. Commenting out code IS the same as just deleting it
The real question is, how easy is it to mod this game? Because I ain't playing until I can mod the shit out of it to fit my preferences.
Still waiting for it to come out on Steam, I do not support the epic game store...
I do believe the voice actors did such a good job on this because of the writing. They got the cue that it was supposed to be something else
I didn't finish this game I got bored after skipping dialogue for too long which is a shame I just didn't feel immersed, it was the good RPG elements stats and gunplay that kept for in for as long as it did.
5:34
a lot of devs could learn from this. it's kinda weird how he has to say 'privately' as if it's taboo to say the design of a game should ALWAYS come first.
Wow so time and game consoles reduced the quantity of the story and quality of the game. It's a great game. But I feel the missing content.
How Obsidian Designed The Outer Worlds' Quests:
1) By doing a better job than Bethesda (an EXTREMELY LOW bar).
2) See Step: 1.
Really hoping the PS5 & Xbox Series X allow devs to go crazy & not be constrained by such strict memory budgets
It's very interesting! I'm a bit sad to hear what they had to drop because of the consoles. It's really been a long degradating process in video games, and PC owners often have to cope with lower-quality and shallower experiences ever since most developers (or publishers) put a priority on those limited devices. I was considering buying this game but now I'm not sure anymore. I think I'll just keep fond memories of NWN2 and other good titles they made in the past (and wait for CD Projekt Red's next success). Maybe later when it's on sales, hopefully on gog.
Bethesda should take some notes
Lol noclip paid to promote this game hard
"memory constraints on consoles"
Just can't escape this showing up at some point.
Or you know, lower end PC's. Most PC's are not high end, and if nothing else, console allow people without nice rigs to play many more games that they might otherwise. Of course, some of the stuff they are blaming on console is the sort of thing they could include in the PC version and used settings to allow and turn off if you rig not up for it. Why didn't they do that? Oh right, it's the consoles, and easy place to put your own short comings that idiots will buy up every single time.
@@xBINARYGODx The PS4 runs 8GB RAM total, even your basic gaming PC is running 8GB system RAM plus a few GB on the video card. So even "low end" PCs should be able to load more into memory than current gen consoles. The same goes for everything but the Xbox One X.
@@xBINARYGODx Except lower end PC users can just upgrade to higher or mid hw specs, while with consoles, you do not get to, because those boxes were designed to be uniform with one another, so yes, console constraints be damned.
You can blame consoles because of how cheap the big 3 are being with their production costs and parts choice, because like it nor not, Sony had this coming to them last gen, and they didn't want that happening to them ever again, while Ninty just keeps their budgets extremely safe, and to me, that tells me that 2 out of the big 3 do not want to go anywhere close to over their already restricted budget line.
Basically, console creators do not want to push any envelope, unless it nets them a massive ROI, so it's hardly about wanting to push boundaries or push past limitations, but a lot more about just making more money, and they frankly do not care about holding things back, because it's always about money, and some fanboys seem to forget this about giant corps in general.
but 70 people. fair fucking play
8:41
Dang it! Ok, I'll play it.
I wanted to like this game, but i don't understand any of the praise this game gets.
Ugly graphics with permanent chromatic aberration, extremely clunky and unsatisfying combat, boring one-note story, ugly environment design despite the environments being so small, lack of true customization and a completely broken stat system.
I wanted to love TOW. But it feels like people only love it because they hate Bethesda. Every good word i hear about this game includes an insult to Bethesda. If Bethesda were still well-loved, i guarantee this game would be seen as a clunky, albeit slightly impressive indie game. But it isn't, it's Obsidian. We expect better because they've done far better in the past.
I love this game as much as the next guy but it really does feel like a PS3 title