![]() It will remain to be seen if the shift pays off. "and so we made a pivot on the game basically, to refocus really and make sure that it was, at the end of the day, an Obsidian game and not something different.” “After working on it for a little bit we realized that we weren't focused on the things that we're best at," said Britch. The issue is that Obsidian was specialized in single-player games and attempting to design multiplayer features created problems Obsidian didn’t feel equipped to deal with, as shared by head of development Justin Britch. “When you're asking for 50, 60, 70, 80 million you've got to have something interesting to talk about," explained Urquhart, "and multiplayer made it interesting.” ![]() There was an often-shared sentiment that for a large-scale game to be more appealing to publishers, it should have multiplayer elements. The reasoning for this is one we’ve often heard in AAA gaming. “One of the things where I really pushed was that Avowed was going to be multiplayer, and I kept on that for a long time, and in the end it was the wrong decision to keep on pushing on it,” Urquhart shared. There, the team discusses a number of retrospective thoughts on Obsidian’s history, one of which Urquhart considers one of his less successful decisions regarding Avowed. This info comes from Obsidian’s 20th Anniversary Documentary video, as spotted by GamesRadar+. ![]() The team abandoned the idea after it realized that might be outside its expertise and make it difficult to focus on what it does best. ![]() Apparently, as Obsidian was first preparing Avowed, studio head Feargus Urquhart pushed for a multiplayer feature in the game. Things can change quick in the large-scale game industry, especially where executives are involved. We know Obsidian Entertainment’s as an upcoming fantasy-fiction single-player RPG set in the Pillars of Eternity Universe, but it a multiplayer adventure as well. ![]()
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