
With the release of *The Outer Worlds 2* approaching on October 29 for PC, PlayStation 5, and Xbox Series X/S, Obsidian Entertainment has shared what they learned from developing the first game and how those lessons shaped the sequel. In a Game Informer interview, director Brandon Adler explained that players wanted a more expansive game experience, and that feedback directly influenced the development of the new installment.
Creating a bigger game isn’t just about expanding the world itself. According to Adler, the development team carefully studied player feedback from *The Outer Worlds* to identify areas for improvement. This resulted in more overall content and a longer gameplay experience.
According to Adler, people really loved the world and overall concept of the first game, which naturally led to demand for a sequel. User research confirmed this, with players consistently expressing a desire for more content. They weren’t necessarily complaining, but they wanted larger environments and more gameplay – they simply wanted to experience more of what the game had to offer. This feedback made it clear what the team should focus on when developing the next installment.
Adler explained that they’re working to make the game world respond more dynamically to what players do, whether it’s through choices they make in the story or how they develop their character. He highlighted that this focus on reactivity is key to the increased role-playing elements in *The Outer Worlds 2*, starting with character creation and continuing throughout the game.
We aimed to make the game more responsive to player choices and role-playing opportunities. For me, a key part of that was creating a deep system for both building and developing characters throughout the game. This includes perks, flaws, and everything else players use to customize their characters – it’s really about finding exciting and enjoyable ways to role-play and create unique builds.
So, Leonard Boyarsky, the creative director, was talking about how they’re making *The Outer Worlds 2* a much bigger experience than the first game. He said a big part of that is letting us players do pretty much whatever we want without worrying about messing up and accidentally locking ourselves out of huge chunks of the game. Apparently, they’re avoiding those ‘oh no, I just bricked 10% of the content!’ moments, which is awesome. It means more freedom to explore and play how *I* want without fear of missing out.
Boyarsky explained that the original game had limitations. They couldn’t allow player choices to drastically shorten the overall experience, especially given its length of 20-30 hours. They also couldn’t create a much larger game at that time. Knowing this, they planned for the sequel to be more expansive and return to the core RPG elements of meaningful player choice and consequence. They were eager to implement ideas they had to postpone for the first game.
Want to learn more about *The Outer Worlds 2*? We’ve got details on why it could be the biggest sci-fi RPG of the year. You can also see the unique weapons revealed in the latest trailer and find out how the game will start a new story, separate from the first *Outer Worlds*.
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2025-10-17 16:52