Behind the Scenes of Avowed: A Journey Through Eora with Obsidian Entertainment

Obsidian Entertainment‘s forthcoming role-playing game (RPG), titled “Avowed,” will draw fans, both new and returning, into the world of Eora following a nearly 7-year absence. First announced in 2020, “Avowed” has experienced a significant development process as it approaches its eagerly anticipated launch.

As a passionate fan myself, I can’t hide my excitement that after years of anticipation and delays, Obsidian’s highly-coveted first-person action RPG, Avowed, is set to hit the shelves in February. Recently, Game Rant had the opportunity to chat with several key developers behind this masterpiece, with game director Carrie Patel providing insights into the game’s development journey.

Avowed’s Development From Day One To Today

As a passionate gamer diving back into the origins of Avowed, I’d love to share some insights. The seed of this game was first planted with a captivating idea that eventually grew into what we now know as Avowed. The setting for this epic journey was initially envisioned within the grand world of Eora – a decision made early on during its conception.

However, the question of whether it would be isometric or not isn’t something I can definitively answer from my perspective as a gamer. As for the fusion of Pillars of Eternity and first-person/third-person RPG elements, that combination emerged as the game took shape over time, eventually forming the unique identity that Avowed now embodies.

Originally, we conceived Avowed as an action RPG that could be played from either a first-person or third-person perspective, leveraging our extensive experience in RPG development and the immersive world-building we’ve done for the Pillars of Eternity series. Following the completion of two isometric Pillars games (along with their additional content), we were eager to embark on new journeys, delve into unexplored areas of the Eora universe, and blend the intricate choices and depth of RPGs with the engaging pace and immersion of first-person action. With our own intellectual property and a world that our team cherishes, we can maintain a unique Obsidian style while also creating exciting new experiences for ourselves and our players.

Are the project names used by Obsidian randomly generated, or do they have some sort of meaning, even if it’s not very clear?

We choose the code names for our states according to the date they joined the United States, but there’s no deliberate connection between particular states and projects.

Q: What did the first week, months, and year of Avowed look like?

In January 2021, I came aboard as game director when the project underwent a creative shift. We decided to abandon certain features and objectives that were causing conflicts in our vision. Instead, we concentrated on aspects that set Obsidian RPGs apart: a captivating, meticulously crafted world populated by unforgettable characters and questlines designed to shape the player’s character.

In many development projects, we were constantly constructing the tracks as the train was moving – a method that required us to work swiftly, adapt easily, and iterate continuously. This meant making quick decisions about design changes, adjustments to scope, and modifying storylines on the fly. It was a demanding task, but I’m incredibly proud of our team for overcoming it, and I’m equally proud of the game we’ve collectively created.

Could you discuss the fundamental principles that underpin Avowed? What were your main objectives or priorities in its development?

As a gamer, I embarked on a journey to create an immersive experience that revolved around three main aspects: the vivid world, the companions, and seamlessly blending action gameplay with RPG mechanics. The Living Lands in “A Weird, Wondrous Frontier” were my mission to bring to life as a vibrant, bizarre, and interactive playground for exploration. I aimed to make our companions integral to the narrative and gameplay, rather than optional extras, making them star players on this adventure alongside the player. Lastly, I strove to maintain the essence of the “Pillars of Eternity” series while also focusing on a dynamic, engaging approach to combat and exploration – striking the perfect balance between the rich lore and depth of the Pillars games and a more rapid-fire experience.

How Avowed Has Changed

Question: Looking back from when the initial trailer for Avowed was released, approximately four years ago, what are the most significant changes between the game then and the one set to be released shortly?

The overall mood, style, and narrative of the movie deviates noticeably from what was suggested in the initial film trailer. By comparing this version with any trailers or gameplay demonstrations released later, you’ll clearly see the shift. The game Avowed is characterized by its bright colors, intricate details, and peculiar elements. Despite an undercurrent of danger, the ominous feeling is more subtly conveyed through colorful decay and vivid visuals rather than a gloomy and somber atmosphere.

Q: What has the last year or so of Avowed’s development looked like?

When a team syncs up, uncovers enjoyment, and taps into the effortless harmonies of collaboration, everything seems to flow smoothly. Not only have they mastered their individual peak performance, but also learned to amplify each other’s best contributions. They’ve pinpointed the moments, conflicts, and adventures that truly stand out, striving to enhance more aspects of the project to match those exceptional highlights. With a keen focus on priorities, they make the most of every second.

As a dedicated fan, I’ve been diving deep into this captivating world, always striving to enhance the gaming experience. At that pivotal moment, we were able to discern what was resonating with players and where we could still make some refinements. We amplified the tension and drama within companion interactions, intensified the enigma surrounding our most enigmatic character, wove more threads of connection and consequence throughout the game content, added a dash of excitement and personality to player response options, and fine-tuned combat and economic balance to ensure a compelling experience from start to finish. Every game is a learning process, and it’s all about finding the right moments to improve and expand on our successes, while keeping our core strong.

Avowed’s Ties To Pillars of Eternity

As an avid follower and admirer, I can share some insights on how the experiences gained during the development of the Pillar games have significantly influenced the creation of Avowed. For instance, we’ve honed our craft in character progression, immersive world-building, and engaging storytelling – all of which you’ll find in abundance in Avowed.

Similarly, The Outer Worlds has also benefited from these lessons. The development team has applied the valuable knowledge they garnered during Pillar games’ creation to ensure The Outer Worlds offers a seamless blend of immersion, character growth, and compelling narratives that captivate players like us.

B: Through my experience with those games, I picked up two crucial lessons – one creative and the other production-related. Creatively, I discovered that a distinct antagonist on screen, who embodies your themes and conflicts, can be incredibly valuable, as players often develop strong feelings towards them, whether they like or dislike the character. In terms of production, I realized the importance of being firm about cuts and making them promptly. While nobody enjoys removing parts from a game, you’ll know when something isn’t progressing fast enough based on your schedule and the dread in your bones.

Rather than delaying difficult decisions, it’s often wiser to address them early, before significant effort, resources, and emotion have been invested. You might be surprised at how quickly you can progress once you’ve made the cut. I’ve noticed that many games and DLCs undergo expansions that exceed expectations, despite initial reservations about making cuts.

A: In comparison, the class system in Pillars was stricter and adhered to tradition, while Avowed’s is less defined. Even with this difference, I wondered if it was feasible to achieve a similar “player experience” or fantasy as the distinctive classes like the Cipher or Chanter in Pillars?

In the game Avowed, since you’ll typically have only two companions along with your character, the combat is faster-paced compared to Pillars of Eternity. This means classes in Pillars that specialized in party buffing, support, and inflicting various debilitations may not work as smoothly in Avowed. However, through the ability trees and powers gained from unique items and gear, players can create characters that are proficient in crowd control, dealing damage, and tanking.

Furthermore, our game offers unique combat possibilities, enabling players to inventively attack foes and utilize the surroundings to their advantage. By experimenting with various build options by combining skills from different ability trees and equipment, you can create quite intriguing gameplay styles. Fans of Chanters or Ciphers from Pillars will find delight in summoning spells, items, and abilities that incapacitate enemies and drain their health.

Among my preferred character development styles I enjoy crafting is the Monk class. This character can enhance unarmed combat with skills like Iron Fists, borrowed from the Fighter skillset, and employ Flurry of Blows, a ranger skill, for rapid, powerful attacks. Additionally, they can acquire passive abilities to enhance their resilience by boosting their health.

A: Unlike the Pillars series where crowdfunding was significant, it had no part in the development of Avowed. What impact did this have on the project’s progression, and what level of involvement did Microsoft/Xbox Game Studios have?

As a gamer involved in the development of the Pillars games, I can tell you that crowdfunding made our process more transparent for everyone to see. This was great because it gave us a platform to share our progress and exciting milestones, but let me tell you, creating and presenting those updates takes a lot of effort! Sometimes, it’s tough for people outside the development team to truly understand the context of something that’s still a work in progress.

On the other hand, the traditional development process we’re using for Avowed has been fantastic because it allows us to concentrate fully on the game itself, without distractions. Microsoft and Xbox have been amazing partners throughout this journey, providing us with the freedom and backing we need to make Avowed an authentic Obsidian game, exactly as we envision it.

We’re fortunate to have collaboration from both The Coalition and Microsoft’s Innovative Technologies Department, and Microsoft’s User Experience Research team has provided us with priceless playtesting insights which we used to refine the initial stages of the game’s clarity and pacing.

Has the input from the community, whether from Pillars or after the initial trailer of Avowed, played a part in shaping the game in any way?

B: The input from our community has encouraged us to continue focusing on the distinctive features that set Obsidian games apart: allowing players to shape their characters and witness their choices unfold in gameplay, quests, and dialogue. It’s been encouraging to observe the positive reactions to the multiple outcomes and player options in “Dawntreader,” the previewed quest at Gamescom, as well as the range and flavor of the responses our players have provided. The feedback from our players has also clarified our development priorities moving forward.

Displaying footage during production can be tough due to the potential risks involved, but feedback from our Developer Direct deep dive a year ago made it clear that we needed to refine the moment-to-moment feel of combat. Our gameplay team has been actively working on improving enemy reactions and combat behaviors, and knowing that these were the changes players wanted was instrumental in directing our focus effectively.

Is there any information you can share about the sound design in Avowed, specifically discussing what the development team prioritized to accomplish with it?

In the creation of Avowed’s audio, Zac Simon (Senior Technical Audio Designer) and Dylan Hairston (Senior Sound Designer) prioritized maintaining the distinctive sound of the Pillars series while giving it a fresh update, tailoring it to fit the new tone and gameplay mechanics that Avowed offers.

In our design, we aimed to make players experience a complete escape to another dimension, and the enchanting realm of Eora is brimming with magical elements, captivating landscapes, and extraordinary beings. Many of these elements demanded original audio production. Our goal was not only to preserve but enhance the player’s immersion, building upon the exceptional work contributed by our talented colleagues in art, gameplay, storytelling, and more, to make this game a truly memorable experience.

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2025-02-11 18:07