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Reading: Outer Worlds 2's most ambitious (but cut) feature would have added years to development
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Gamexplore > My Bookmarks > PC Game > Outer Worlds 2's most ambitious (but cut) feature would have added years to development
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Outer Worlds 2's most ambitious (but cut) feature would have added years to development

November 5, 2025 7 Min Read
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7 Min Read
Outer Worlds 2's most ambitious (but cut) feature would have added years to development
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The Outer Worlds 2 is a giant sport with an enormous, interconnected community of branching decisions. It was virtually quite a bit greater, although — so huge that it could’ve taken developer Obsidian Leisure years longer to complete it, had it included one specific function. The studio ended up chopping that function, which is hardly an uncommon prevalence in sport growth. Concepts pop up and get thrown out on a regular basis. What’s noteworthy about this one is that it helped Obsidian begin to remedy one among its longest-running issues.

“Leonard [Boyarsky], me, and Brian Hines, who was the content material director on the time, have been all speaking about how reactive we wished the sport to really feel, but additionally how we wished the participant to be inspired to essentially discover the world round them,” Outer Worlds 2 director Brandon Adler tells gamexplore in a video name. “In all, or many, of the sport’s main encounters, you have been gonna need to discover the world and discover info, and you then’d be capable to use that within conversations.”


Blocked off choices while the player speaks to Montelli in Outer Worlds 2
Picture: Obsidian Leisure/Xbox Sport Studios through gamexplore

The concept was that gamers would compile a file of intel on key characters, discovering new methods to work together and unorthodox options to puzzles as they got here throughout the best info. Monitoring that intel down would push them off the primary situation path and, ideally, make discovering factors of curiosity on the map and new characters a extra rewarding a part of the journey.

One instance Adler provides is a situation the place the participant would have needed to discover a well beyond a guard. By talking with different folks and digging up details about him elsewhere, they’d study that this notably stalwart guard was not possible to intimidate, however might be duped with a bluff, which might require realizing the best intel to idiot him with or the best individual for the job.

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“And I will let you know, it felt superb,” Adler says of the ultimate model.

There was only one downside: It took roughly six months to completely write simply one of those conversations and its outcomes.

That, after all, was not one thing Obsidian might feasibly handle for the span of the undertaking whereas nonetheless sustaining an affordable manufacturing timeline. However there was one other subject: The system labored a bit too properly. Boyarsky says early playtesters have been so eager on discovering each potential piece of data and determining the way it labored that that grew to become the sport. They stopped caring in regards to the story — not the perfect end result for a narrative-driven RPG.

Adler says they spent a while determining tips on how to salvage all the trouble put into the file system and ended up devising a option to evolve the idea of talent checks additional. In related RPGs, together with the primary Outer Worlds, you’ll be able to normally carry out an motion or select a particular dialogue possibility in the event you invested a sure variety of factors in a related talent. That is nonetheless true for lots of conditions in Outer Worlds 2.


A player talking to Inez in Outer Worlds 2 where the text "This will be remembered" appears
Picture: Obsidian Leisure/Xbox Sport Studios through gamexplore

However Obsidian added a number of vital eventualities in the primary story and companion quests the place you’ll be able to solely decide sure influential decisions you probably have the best talent degree and did some sleuthing. In a single early instance, the one option to speak down a high-ranking army official as a substitute of killing him is that if you recognize he is being manipulated by another person and have a excessive sufficient speech degree. Obsidian added little pop-up textual content packing containers for these choices to point out gamers after they have been lacking a bit of intel, with out saying what it was, so that they’d know to take a look at someplace they could have skipped earlier than or strive an possibility they would not in any other case know existed.

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The latter is a typical subject Obsidian encountered with its earlier video games. Gamers simply did not know they’d different choices and by no means realized what affect their decisions made till lengthy after the very fact. The scrapped file function morphed into an effort to deal with that downside, together with different tweaks to Obsidian’s RPG system, just like the “this can be remembered” message that seems in conversations whenever you make an vital selection. Adler says they “stole” the Telltale staple for Pentiment, and it went over so properly with gamers that they figured it could make a powerful match for Outer Worlds 2.

Boyarsky calls all this a compromise between displaying gamers all of the branching factors in conversations, an possibility he says Obsidian thought-about implementing early in growth, and hoping they determine them out independently. Compromise is the operative phrase right here, although. Adler and Boyarsky need to do one thing higher subsequent time.

“With the quantity of content material and the dimensions of our sport, there’s locations the place, if we had carried out [some of these features] sooner, we might have actually pushed the reactivity,” Boyarsky says. “We did a very good job, nevertheless it might go even additional.”

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Reading: Outer Worlds 2's most ambitious (but cut) feature would have added years to development
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