
As games expand in scale and complexity, the necessity for player choice and diverse narratives sets challenges for RPG studios. Joe Fielder, the senior narrative designer for The Outer Worlds 2, believes that flexibility in player paths is critical.
“That’s been one of the directives from our three directors from the start, to have a game that really is reactive to how the player wants to play,” Fielder stated. (Translation: This means the game will adapt based on how you choose to play.)
The sequel aims to improve significantly over its predecessor by offering a wealth of character-building options, beginning with the player’s background and initial traits, which further evolve through optional flaws encountered in gameplay.
Fielder mentioned:
“When I work on the narrative for The Outer Worlds 2, it’s not my story.” (Translation: The focus is on creating an experience tailored to the player’s decisions.)
With many ways to experience the game, such as diverse conversations or secret areas, the developers encourage repeated playthroughs, allowing players to explore different story avenues.
Fielder explained:
“I’m really happy if they miss that option, because they can make a different choice the next time they play. We’re really making a game that you can play multiple times and have a very different experience.” (Translation: There’s excitement in knowing that players can have a fresh experience with different choices each time.)
This approach not only caters to dedicated RPG fans who relish depth and complexity in gameplay but also enhances the overall enjoyment by rewarding exploration and decision-making in a sprawling universe.
