As the Game Director for The Outer Worlds 2, Brandon Adler here, and I’ve got some exciting insights to share about our upcoming RPG. In an interview with RPG Site, we revealed that instead of aiming for a broad audience, we’re focusing on finding our niche, or “picking a lane,” as we like to put it. Our goal isn’t about trying to please everyone, but rather delivering a game that resonates deeply with our dedicated players who share our passion for immersive storytelling and engaging gameplay.
In The Outer Worlds 2, Adler mentioned that because the game focuses heavily on role-playing, players won’t be able to change their character builds once they start allocating skill points. Essentially, this implies that any decision made regarding new abilities or stats becomes permanent, with no opportunity for a later do-over. While he acknowledged that some games may offer respec options, Adler explained that it wasn’t the right fit for The Outer Worlds 2.
In many games where characters can be infinitely respeced, Adler explains that he doesn’t feel like he’s truly role-playing a character, as he’s constantly switching between roles, such as an assassin who snipes from long range and then a speech person. He acknowledges that it’s not wrong for people to enjoy playing in this way.
He went on to say, ‘When it comes to playing The Outer Worlds 2, I’m keen for us to focus on deep role-playing. I want the character building process to be robust and immersive, ensuring that every aspect of gameplay is infused with role-playing.’
He additionally discussed the possibility that The Outer Worlds 2 may not attract everyone due to limited respec options, stating that it’s “perhaps not a widely shared view,” but for him, such features aren’t crucial in creating the enjoyable, entertaining game he envisions.
In the continuation of the interview, Adler discussed how The Outer Worlds 2 would honor a player’s time by incorporating consequences based on their choices. He emphasized that the studio values players’ decisions and will reciprocate by offering a reactive gameplay experience in response to these choices.
In a role-playing game, it’s crucial to value others’ time, just as Adler put it. This means taking the impact of your decisions seriously and ensuring that there are meaningful consequences for these choices. To show respect for your time, we will provide engaging reactivity for the choices you make within the game.
To answer your question, it’s crucial to be transparent about what users should expect from the start. If this isn’t appealing to them, that’s okay. Our goal is to make a compelling case for our offering, but I also won’t create a game that caters to everyone as it can dilute the overall experience.
In the end, Adler acknowledged that Obsidian aims to create a game that keeps players engaged over an extended period. Yet, he pointed out that it’s not possible for every game to meet the preferences of every player. “At times,” he stated, “you have to choose a direction and stick with it.
Look forward to the arrival of ‘The Outer Worlds 2’ on PC, Xbox Series X/S, and PS5. For additional information about the game’s pricing and insights into its development process, which involved consultations with the creators of ‘Halo’ and ‘Destiny’, take a closer look.
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2025-06-23 18:11