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Another M$ studio with Development problems?
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Few have left as heavy a mark on the world of role-playing games (RPGs) as Feargus Urquhart. Across a decades-long career as both developer and publisher he’s worked on three Fallout games, most of the good Dungeons & Dragons titles, and even an unexpectedly successful RPG spin on South Park.
That track record makes it all the stranger that the latest two releases from Obsidian Entertainment, the development studio he’s led since founding it in 2003, aren’t RPGs at all.
The Honey I Shrunk the Kids-inspired survival adventure Grounded and medieval monastery murder mystery Pentiment are hardly the games most fans would expect from one of the industry’s most acclaimed – and iconic – RPG studios, but Urquhart sees a method to the madness.
“I’m always thinking about how we don’t need to just peg ourselves as ‘we make region-based, character-focused, party-based, first person RPGs that use our dialogue tool set’,” he says of the move to a more “eclectic” slate of games.
That’s a pretty good description of most of the Obsidian canon, which includes games like Fallout: New Vegas, Star Wars Knights of the Old Republic II: The Sith Lords, and Pillars of Eternity. Almost all see the player leading a party of characters through dense storylines and carefully constructed worlds, with combat often taking a backseat to interpersonal dynamics and branching dialogue trees.
You can see some of Obsidian’s RPG pedigree in the “super dialogue-focused” adventure game Pentiment, which prioritises narrative and character development as the player investigates a murder in 16th Century Bavaria. The art team’s careful recreation of illuminated manuscripts is more of a departure. It’s less clear how Grounded, a traditional third-person action-survival game with a microscopic setting, connects to the company’s past though.
To find that connection, you have to look outside the games themselves. “The core there is that these teams are led by people that have been here for a long time,” Urquhart explains. “So much about a game is the team,” he adds, arguing that at the core of both Grounded and Pentiment is “things we know how to do and things the team knows how to do.”
“I don’t look at it as my job to be prescriptive in certain ways. My job is to say, ‘Hey, does it make sense to make this game? Are you guys really into it? Is this going to be meaningful to the player and do we have the ability to make this?’”
That means some things are off the table. Urquhart is quick to rule out an Obsidian take on sitting behind a steering wheel (“I feel like you have to have 15 years of experience in racing games to say you’re going to start up a new racing game”), and admits that the studio once shelved a Journey to the Centre of the Earth-inspired game that would have seen them competing against God of War.
That’s not even counting a string of pitches for licensed games that never saw the light of day, from tantalising ideas including a Walking Dead RPG (with the team unable to get publishers interested) or a Rick and Morty game (which petered out due to the Microsoft acquisition) to downright eyebrow-raising possibilities like a game based on the reality show Cops. “We pitched a lot of publishers and they just couldn’t get their head around it.” said Urquhart of the latter. Go figure.
Importantly, although both Grounded and Pentiment are a divergence for the studio, Urquhart says the core of both games were built quickly. “We had a thing up and running that we could play around with and then could branch out from there,” which he argues saved them from one of the common pitfalls of studio experimentation.
“I think what k*lls a lot of games a lot of times is when people go, ‘Oh, we want to try something completely different and so we’re just going to go explore.’ And then they just go around in circles for a really long time.”
“We started off with five of us in my attic and two months later my daughter was born” – video game designer Feargus Urquhart on the early days of Obsidian Entertainment
It probably didn’t hurt that both games had been thought up years earlier by studio veterans, then left dormant until Obsidian had gaps in its schedule – and a desire to make smaller games that weren’t as expensive to produce as the expansive RPGs on which it had made its name.
Grounded director Adam Brennecke joined the company in 2004, just a year after it was founded, while Pentiment’s Josh Sawyer arrived a year later. Between them they worked across the studio’s biggest titles, including the Kickstarter-funded throwback RPG Pillars of Eternity and sci-fi spin-off Fallout: New Vegas, which suffered from a mixed reception at launch but is now regularly pegged as the best entry in a franchise that isn’t short on masterpieces.
In fact, Sawyer and Urquhart go back even further – the pair worked together before Obsidian at Black Isle Studios, a subsidiary of publisher Interplay that Urquhart led from its inception in 1996.
Urquhart had worked at Interplay for a few years before Black Isle began, where he started working as a playtester while still at college. It was the first real job he’d ever taken outside of a stint at Domino’s Pizza (“I could make a large pepperoni pizza in 27 seconds,” he boasts – only half joking), though it only began as a summer job during the bio-engineering degree he’d eventually give up to take on a full-time role.
It was there that he cut his teeth on RPGs, working on the legendary first two Fallout games (a series he admits he “would love to work on again”), helping develop the Icewind Dale and Planescape series, and transforming an early pitch from a small studio into what would become the iconic RPG Baldur’s Gate.
Developer BioWare – now itself a titan of the RPG genre, responsible in Mass Effect and Dragon Age for two of the biggest modern roleplaying franchises – had already worked with Interplay on its debut game, the mech shooter Shattered Steel. The devs then pitched Urquhart their next title: a real-time strategy game called Battleground: Infinity.
“I couldn’t get my head around why they thought it was going to be so amazing,” Urquhart explains, admitting that he actually rejected the first pitch. It was only when they came back claiming to be about to sign with a rival publisher (“I don’t know how true that was”) that he took a second look, and inspiration struck.
“I looked at it [and said:] ‘I don’t know that this is the game we’d wanna make. What about making it a D&D game?’”
At the time Interplay had an exclusive licence to make games based on tabletop roleplaying behemoth Dungeons & Dragons. Still, the idea wasn’t an immediate hit. The devs from BioWare were on board, but Urquhart’s boss saw it differently: “Yeah, that’s dumb. We’re not interested.” Fortunately for Baldur’s Gate fans, Urquhart wasn’t so easily deterred.
“I was like, okay, no, this is important. I actually went over to the vice president of marketing and explained to her, and then she said, ‘Well, this makes total sense.’ And then she got [Interplay’s founder] Brian Fargo to come over. He came and he said, ‘I’ll just sign it up.’”
It was a decision that would prove impactful for everyone involved. Black Isle would go on to publish a further three Baldur’s Gate games, including a sequel developed by BioWare, and another three similar RPGs based on the D&D licence. BioWare itself revisited that world in Neverwinter Nights, working with another publisher, and never looked back from its move from strategy into role-playing.
As for Urquhart, he worked at Black Isle for seven years, and it’s clear he looks back on the days fondly.
“I got to both develop games and manage development,” he says – two aspects of the industry he continues to combine to this day. “It was a crash course in doing all those things,” he says, adding “that Interplay was nice enough to put a 26-year-old without a college degree in charge of all that.”
Eventually it was time to move on though, and in 2003 he and four other studio veterans left to found Obsidian. Black Isle shut its doors just months later.
Obsidian’s early days weren’t quite as glamorous as you might imagine. “We started off with five of us in my attic and two months later my daughter was born. And so we have a baby screaming downstairs and five of us upstairs.”
What changed was signing a contract with LucasArts to make their first game: Star Wars Knights of the Old Republic II. Coming full circle, this was to be a sequel to a game developed by none other than BioWare, and it went well enough that they repeated the trick for their next title, a follow-up to BioWare’s Neverwinter Nights. More importantly, signing Star Wars got them out of Urquhart’s attic and into an actual office.
“We’re still doing all the crazy stuff we’ve always done,” on life at Obsidian since the 2018 acquisition
Unsurprisingly, much has changed about Urquhart’s day-to-day since then, as Obsidian has grown from five to 260. He’s been CEO for most of the studio’s 19 years, though currently his official title is ‘Studio Head’, and it’s corporate admin that dominates his day – he spends more time negotiating medical insurance deals than getting hands-on with code. He hasn’t let go of the dev side entirely though, and has a habit of jumping in to take charge of specific features that take his fancy.
In one of Obsidian’s upcoming projects – a slate that consists of Pillars of Eternity spin-off Avowed and satirical sci-fi sequel The Outer Worlds 2 – he’s helping to progress the cinematography of the conversation system, figuring out how to frame characters and position virtual light sources in the game’s dialogue scenes – a necessity of modern game-making that didn’t exist at all when Urquhart was starting out.
Previously he’s taken point on user interface or on combat systems, and in Knights of the Old Republic II he even took on the unenviable role of handling data entry for all the art a*sets. Other people made the art, while he filled in the text files and spreadsheets to catalogue them in the game’s software. You can’t accuse him of being afraid to get his hands dirty.
That’s one thing he says hasn’t changed since Obsidian was acquired by Microsoft in late 2018, part of a wave of studio acquisitions by the Redmond giant that year.
rquhart is surprisingly blunt about the reason for selling: the money.
“Look, if someone’s going to back up a dump truck with a bunch of gold bars, I would be actually doing a disservice to myself, my partners, and everybody at the company for not actually taking that deal.”
In fairness, there’s a little more to it than that. The expansive RPGs that helped Obsidian make its name are expensive to make, and as graphical demands increase, they’re not getting any cheaper.
Urquhart had managed to secure an “okay budget” for The Outer Worlds from publisher Private Division, but knew that if the company wanted to keep going, it would need more money for bigger games. After spending the Electronic Entertainment Expo 2018 trying – and struggling – to sell publishers on a title with a 50-60 million dollar budget, Urquhart realised something had to give. “It doesn’t matter the size of the publisher… when you have to sell something for $60 million, it’s a hard sell.
“That really was the decision: could we actually go and keep on selling 60, then 80, then 100, then 120 million dollar RPGs? Or do we need to change our business?
“We didn’t want to change our business, we wanted to make those things,” Urquhart insists. So while the team plugged away at The Outer Worlds, he prepared to make a drastic choice that would secure the company’s future as a premium RPG studio – while, perhaps ironically, setting up Grounded and Pentiment as its next two releases.
Enter Microsoft. The company was on a spending spree as it expanded the portfolio of what’s now known as Xbox Game Studios, and Obsidian was one of six developers acquired by Xbox in 2018 alone.
“I think we are in a different place because of the Microsoft acquisition,” he explains, arguing that while the team would probably have ended up working on The Outer Worlds 2 either way – the original has so far sold over four million copies – they likely wouldn’t also be developing Avowed simultaneously, or have the extra 90 staff who have joined since Microsoft took over.
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Last edited by 5ive04our; 01-25-2023 at 06:07 AM..
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