Obsidian keeps revealing more and more of The Outer Worlds to GameInformer – now they talked about the companions.
„With a game like ours, there’s a balance you have to strike because you don’t have to recruit the companions. You can have a full, complete experience of our game minus the companion content if you never recruit them. But at the same time, we do want them to feel very involved for players who choose to bring them along. While we have to be careful not to make them mandatory, we also look for ways to bring them in,” Carrie Patel, a senior narrative designer, said. „We knew we needed companions with sort of that Firefly flavour. We wanted them to be a band of, not quite misfits, but different personalities coming together on the same ship. And we knew we wanted a fairly confined number of them so that each would be individual,” Nitai Poddar, the narrative designer, added. By Firefly, they probably referenced a space Western TV series from 2002.
Our companions can leave us if they disagree with us. It won’t be based on a traditional moral system either. „We do have ways that a companion can choose to leave you,” Megan Starks, another senior narrative designer, said. „Even if you lose a points-based morale system, I think you gain something by hand-crafting specific moments where a companion is like, “Why would you do this? You’re completely out of your mind!’ And that also gives the player an interesting opportunity to say, ‘You might be thinking that but here are my reasons why…’ and sometimes we can attach that to a persuade or leadership check, and that helps the player feel more rewarded,” Poddar added.
Obsidian‘s „not-Fallout” The Outer Worlds is out this year on PlayStation 4, Xbox One, and PC.
Source: WCCFTech
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