How Obsidian Designed The Outer Worlds' Quests

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These interviews are VERY honest from the folks at Oblivion and are worth watching not just for TOW fans, but for anyone interested in modern RPG design at scale.

👍︎︎ 6 👤︎︎ u/josephzer0 📅︎︎ Apr 17 2020 🗫︎ replies

The next one is about the sound design and is worth Subscribing & hitting the bell for (I don’t work with NoClip but it’s in the Spacer’s spirit to promote corporate partners), you can watch it early if you throw NoClip $10 on Patreon for supporting our favorite space game.

👍︎︎ 3 👤︎︎ u/josephzer0 📅︎︎ Apr 18 2020 🗫︎ replies
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- [Nitai] The weird thing about establishing an opening act is the area that you design has to do double duty. Not only does it have to function as the introduction to this world, it has to set the tone, it has to establish lore, it has to provide tutorialisation, teach the player how to play, show them what the game is, but it also has to be a cohesive and memorable narrative on its own. That's one of the reasons we had a very big choice drop down to the player at the end of Emerald Vale. We didn't necessarily want to be a game where we're like, you're gonna role play for 20 hours before you get one big choice. We wanted players to feel invested as early as possible. (soft music) - Hello, and welcome back to our series on The Outer Worlds. In today's video, we're gonna take a look at two elements of game design that go hand in hand. World building and quest design. On The Outer Worlds, level designers and writers collaborated together in small teams. These teams work to create each planet, city, and town, along with the quests that would bring the player from location to location. We'll dive into some notable quests a little later on. But first, let's set the scene. The Outer Worlds takes place in a solar system called Halcyon, featuring a dozen or so celestial bodies. But most of the action takes place on two planets and one asteroid. The first planet is called Terra 2. It contains three main areas. Emerald Vale, the opening chapter of the game. Roseway, a lush environment that follows soon after, and Byzantium, an affluent city that is reached about halfway through the game. Originally these were set to be connected via an open world hub, but that element was cut from the final game due to time constraints. Then there's the other planet Monarch, which does contain an open world hub that connects its four main cities Cascadia, Fallbrook, Stellar Bay, and Amber heights. As we covered in the first video in this series, a third planet was cut from the game, and some of the quest content from that area landed on our third main location an asteroid called Scylla. And then there are a few smaller areas you spend time on including your ship, a spaceport called Groundbreaker, Phineas' lab, and a special location for the end of the game. We don't have time to cover everything, but there's still a lot to cover. So to keep things simple, we're gonna tackle this in the order in which they appear in the game. So before we explore the far reaches of this solar system, we're gonna take a look at the opening chapter Emerald Vale, your first trip to Groundbreaker, and the area that many players turn to next, a level that was in fact the original vertical slice for The Outer Worlds, Roseway. (slow music) - Let's say I'm a DM, and I'm sitting with the player and we're playing, you know, D&D, or any kind of tabletop RPG, and we have five hours. And I want to take you through one full adventure, with a beginning, a middle and an end. That's how we approached Emerald Vale. It starts when you drop out of your pod and you crash land on top of a guy. (laughs) And it ends when you leave with your ship and in the middle we had to introduce tension, we had to introduce characters, we had to have some central problem that the player could get involved in. So in that sense, yes, I think the entire level that we worked on, does feel like a cohesive, self-contained little game. The central conflict extensively is that you have this town that is just working its workers to the bone, and they can't take it any more. And one of the people in that town, Adelaide, has left because she's had enough that she lost her son and that was kind of the breaking point for her. And when she left, it was kind of the floodgates opening. People packed up and left with her. So you have this problem where this town really needs its workers to survive. And the workers just wanna be left alone. And that's kind of central conflict here is if you bring the town together, they'll actually prosper and they'll do pretty well. And maybe the fellow who's running the town will learn from his mistakes, and you'll have the opportunity for reform. But if you talk to Adelaide, the person who left the town, she has a very convincing argument about the kind of soullessness and crushing, destructive quality of life in a corporate town. There are no trees or natural water. And the only tree you find is the one that feeds her little camp that she's grown with her own hands. We wanted to create this very clear tension between the natural and the artificial, between the nine to five, I mean, people in Edgewater would be happy to have the nine to five. (laughs) And you know, just living your life on your own terms. And that's the basic conflict, that's kind of a universal conflict is do you go and live your life the way you want to? Or do you follow the obligations that society has oppressed on you? So we wanted to show the kind of corporatism. We wanted to show factionalism, you've got deserters, and you've got the town of Edgewater. We wanted some central problem of the resource that the player has to get involved in and we decided to settle for. Some of this was not just narrative, some of this was the necessity of level design. We knew we needed a dungeon area, and we knew that dungeon area was a geothermal plant. So as a narrative designer, I had to go in and say, Okay, how can we take this level that we know that exists and build a story around that? A question I often get is what comes first? Is it game design or is it narrative? And I privately believe that game design usually comes first. And it is the task of a good narrative designer to make it seem like the two are seamlessly intertwined that they're interdependent. But all the pieces of a good game still had to be there. You need a dungeon, you know, you needed two factions at war with each other, you needed memorable characters, some kind of companion that you can get attached to. So we put all that together. And then we build a story around that. - Just checking your ship's manifest, standard procedure. Welcome to Groundbreaker by the by. - So Groundbreaker, when I joined the project, it had already been blocked out by another designer. It was actually three separate levels when I first joined and one of the issues we were running into was just a number of load times and load screens, because, often when you added the docking bay, that was a separate level from the main promenade area, and we also had like, an entirely separate bridge section of the Groundbreaker. So, a lot of your quests that if you had to go report into the bridge meant you had like go through two other load screens, just to talk to one NPC just to leave the ship to go back again. So, one of the first things I did was actually combine the levels down into one. And originally we basically took all three of those sections and combined them into one level, and we're trying to see how that would work. As we were developing the game, and adding more side quests, and looking at the how much we actually get done, we realized that was far too much level for us to both finish on the art side, and also wouldn't fit into the memory constraints on consoles. So we ended up cutting the bridge section of the Groundbreaker, and things like the medical bay, and few other areas that were part of that section got relocated onto the main central area of the Groundbreaker. So, there's a lot of grabbing different parts between different Unreal files and moving them around and relocating them again. On the memory side, all the different, like the character meshes, the different outfits they'd wear, the different, like the hairstyles and different facial measures all get loaded into memory. That on top of all the assets that were loaded in as part of Groundbreaker were just more than what we could actually fit into the console memory budget. So, we had to do a lot of work toward the end to get that all working. - When you go into the Groundbreaker, you enter that main promenade room. We just wanted you to feel a little bit like almost overwhelmed. I'm now stepping into like, Times Square or something along those lines where you see all these billboards, all these advertisements, all this color, all this movement, and you're not quite sure where to settle your eyes, and you're just trying to take it all in. - Groundbreaker's a really fun area. There's a lot of exploration you can do there. That's credit to our area designers for planning that out. The environment kind of tells its own story. It has this nice mix of merchants, some of whom are more keyed into the corporate environment than others. And then Junlei kind of is the top of the pyramid of the anti-corporate mine hub. And then down below in the back bays area, there's Captain Macredd who's just the full on most insane person in the colony, who kind of epitomizes just how outlawish Groundbreaker can get. - Yum yum! Time to feed the flames. It's nothing personal, promise. - I did the writing for the Groundbreaker public news announcer, so that has reactivity as to certain quests you do whether you've been on Monarch, or whether certain people have died by your hand, et cetera. So you kind of get to hear the news of your adventures in Halcyon. - It kind of breaks my heart a little bit there's not a lot of people moving around on Groundbreaker. And that was basically because when we got like the art pass done and lighting pass, we had to actually pull back on the number of actual characters on the Groundbreaker to fit on consoles, because we didn't have the the memory budget both for the number of different character appearances, and also like the AI pathing. We started drawing performance beyond what we wanted it to be so, we had to do a lot of like just trimming out, and there's actually a lot of work that you don't see on Groundbreaker for we actually turn NPCs on and off. So when you walk in like one of the side rooms like the tar, the Lost Hope Bar, all those NPCs get turned on right before you open the door, and everything else behind you gets turned off right as the door closes. So, one of our designers had to spend a lot of time going through and timing all that, and getting that working. - [Paul] We have this ever-flowing use of neon lighting all over the place that's kind of tracked along the bars as well as these hologram images that kind of like flicker, and just like pop pop pop pop the color that help illuminate the bars inside and stuff. So, when you go in you get that kind of Old West feeling, but you also know that we're not definitely in Kansas, we're somewhere else. (gentle music) - So usually we start out, from any of their areas, we started with, like the high level like the quick path requirements of the area, like what are the main quests the players are gonna be doing while they're here? So for Roseway, we knew this was actually the area of our vertical slice. It was like the first area we made for the game. We knew that the player be going there to do Anton's quest, the distress signal trying to get information on his research, and the diet toothpaste. That was the one of the very first quest made for the game. So we knew that was going to be sending you to the The Covert Lab, which would be like one of our bigger dungeon spaces for the area, so we wanted to make sure that those were at different sides of the map. So the player would need to travel across the overland in order to reach that. So, like you start off looking like, okay, what is. Where does the player start? What is their main objective? And making sure those things are spaced out so the player needs to travel through the rest of the map and have opportunities to encounter other POIs and find other quests as they're moving, so when you first arrive in the landing pad, the first thing you see is the town which is the first step of the quest, which naturally draws the player in, although nothing forces them to. You could actually go to the Covert Lab immediately when you land if you want to go exploring. But most players, because that's the first thing they see, you're gonna move in that direction and be drawn into the town which is where you can find other quests and talk to other people to learn the situation of what's going on in Roseway. And then from there when you exit, in order to reach the Covert Lab, you have to walk past, one of the other major POIs, the antibiotics lab, which is where you can find Jameson and a few other side quests. And then as you're just wandering through the rest of the overland, there's more opportunities for combat encounters, and to go exploring to find some treasure and loot. - Roseway, which will not only was our original map, it was our vertical slice map, it's got a lot of different terrain, and vegetation, and buildings, and people, and creatures, and robots, and everything in it. It was the perfect first map. But it did take us a long time to do. And so we learned what was fast and what was not. And that's how we quickly learned like some maps, Scylla went very quickly, because Scylla, even though I think it's gorgeous, is mostly sky box. - I think out of the few directives that Tim and Leonard gave me, that was always one of the high ones. I want to look in the sky box and see something like just magical and stuff. Like when I get off into Roseway, when we're making a vertical slice level, I want to see those two moons, and I want to see the ring around the planet itself. Something that always reminded the player like you are in a space frontier, you are not just on Earth, but you are someplace completely different. And then we echoed that sentiment throughout the world as well. So you'll walk into a building, and you're in the foyer, and you see these like almost like star-like pattern lights in the world, or you walk into the OSI church, and on the ground you see like this floor plate of, and again, like a solar system and with moons, and planets, and if you looked up at the ceiling, you saw the starry sky. So, not only when you look out at the sky, but also when you're within like buildings and stuff, you would always be reminded you're in space. (gentle music) - [Danny] Roseway was the team's vertical slice, but it wasn't necessarily the first level players would turn to. After Groundbreaker, the player was given a quest that could shoot them off in a number of different directions. This quest passage to anywhere is one of the most complex quests in the game, as it can shoot the players off in a number of different directions, and it can be completed in a number of different ways. - [Tim] What I know immediately when we started talking, I said, look, I want at least two planets because I want one to be lawless. Because you kind of need that Old West. You need someplace you can go where you feel like as soon as you do one bad thing everyone's gonna be chasing you forever. So we had you know, Terra 2 which was the lawful planet. Then we had Terra 1 which was the lawless planet, and so then its name got changed to Monarch, that's how lawless it was, they change their own name. So it gave the player a good sense of here's my complete fun area, and then here's an area that's a lot more refined and gives me a sense of what being in a space colony would be like. - One of the main quick path area, quests I worked on was the Passage to Anywhere quest. It's kind of a handoff between Emerald Vale and Monarch. Phineas Welles was telling you to be the Monarch, and in order to travel to Scylla Bay and Monarch, you need a NavKey. And the only place to get one of these is by going to Gladys, a black market vendor on the Groundbreaker. So you're sent there to buy the the NavKey, but Gladys would only sell it to you for a decent amount of money at that point in the game, and she offers you a few leads on jobs you can take to go and earn the money in order to purchase a NavKey. The easiest way obviously is just having the money that you're earned in-game, purchasing it from Gladys. You can also, if you want to just not work with Gladys at all, if you go talk to Lidom Bedford on the Groundbreaker, he can actually put you onto the Board path where rather than getting a NavKey from Gladys, if you basically betray Phineas Welles to the board, you can work with them and then go after you celebrate as part of that quest line. And then at that point, you can betray the Board and go back to working with Phineas. So there's lots of options for double dealing there. But some of the quests Gladys will give you are like the Distress Signal quest which sends you to Roseway in one of the areas on the planet of Terra 2. You can also get quests to work with Junlei Tennyson, who's the Captain of the Groundbreaker, and other side quests from various we can meet around the Groundbreaker. They can help you earn money. So one of the options from the beginning of the game is that there's an area on Monarch called Cascadia that you can just travel to directly which Phineas and other people will warn you is a very dangerous option. And if you're underleveled, is probably not the best way to go. But, if you choose, you can just land directly in Cascadia and then fight your way overland to get to Stellar Bay. And that will actually be a completion for that quest as well because you've now reached Stellar Bay. That was actually one of the biggest sources of bugs in the game was the sheer number of ways you could complete this quest. For example, when you go to Groundbreaker, once you arrive and talk to the security, you find out your ship has been impounded. Well, because you could land in Cascadia and travel overland to Stellar Bay, all of the quest objectives for clearing the impound were on that Passage to Anywhere quest. But if you went to Stellar Bay first and completed that quest, and then went to Groundbreaker, your ship would still be impounded. But then you had no quests to actually tell you how to get out of the impound. So we had to create an entirely separate quest just for that section of it, and share all the objectives of that quest, and duplicate all the scripting logic for clearing that second quest out. The very first iteration of that quest actually sent you directly to work with Lilya Hagen, who is the Head of Sublight . The Sublight shipping and salvage, but we got a lot of feedback from people they didn't like being forced to work directly with a criminal organization. They wanted the option of not doing that. It went through several iteration at that point, including working instead of sending you to Lilya, sending you directly to Junlei Tennyson. And then one that sends you directly to Lidom Bedford before we finally settled on Gladys as a neutral third party. There's actually like a ton of logic in the the quest file for all those different permutations that we've kind of had to comment out and move on, because ripping it out would create more bugs than just leaving it there and just like turning it off for the final game. (gentle music) - [Danny] Passage to Anywhere is one of the most complex quests in The Outer Worlds, but on a recent IGN video, the developers were shown a speed run. Where a player simply hid behind the geometry of a safe located in one of the quest giver's rooms and broke it open in front of everyone to receive the NavKey. It's a pretty big exploit. So I asked Brian how the QA team might have missed this. - That safe actually got the model changed, like toward the end of production. So originally the collision on it, you could still be detected by the people in the room when you were crouching there. But then the art changed, and the collision on it changed. And we basically created a safe spot where you couldn't be seen. So at a certain point, like, okay, it was kind of hard to leave, except for this is an exploit that players can can take, but it's not the worst thing in the world. - [Danny] The Outer Worlds is full of interesting quests. In fact, we covered a bunch of them in our previous video on character design. If you missed that one, make sure you Subscribe to get notified whenever we upload something. So we've talked about one of the big critical path quests. So how about we dive into an area of quest design that often gives level designers the most freedom, optional side quests. - There wasn't much world art when I was first looking at the area, it was just kind of gray boxed out. So we didn't really know necessarily what we wanted to look like, the faction had already been established. So we knew that Sublight was kind of a Criminal Organization, they're doing a bunch of smuggling and illicit stuff. So I had that to go on. And then we thought it would be nice if they had built it into these mountains to kind of hide you know, so it's like a locked off, the secret area. And I thought it'd be kind of cool if it was like, sort of like a Las Vegas in this world where you're not really allowed to take vacations or have leisure time, or anything like that. So really, the only people who would be able to do that would be super wealthy Byzantium folks. And so basically you have these like dandy wealthy types who are coming to this grubby spaceport to engage in a little bit of gambling, and drinking, and leisure time. And there's also with the falls we were kind of like okay, and they can pitch it as like, you know, rejuvenating waters, but it's actually kinda gross. (laughs loudly) And so it's just, I don't know, I tried to play with that and just have a little bit of fun there. - Sometimes the simplest solution is the sweetest. I don't give a whit about the method or the means. Just the end. - Also, I did know that they wanted the quest to be, hey, she wants to send you the CMP factory and take out the owner. And I think that was the original premise that we had to go off of. So in Monarch, they pretty much only have Saltuna because it's, the planet is blockaded and they don't have a lot of resources coming in and out. So everybody lives off Saltuna. When all the company has left Monarch, this guy took over the factory. And so it was kind of like, all right, he has the monopoly on worse and you know, meat, other meat products in the area, and I thought she would be like, you know what, I'm tired of eating saltuna, I want this for myself, or like it's a great cash cow basically. So she sends you out there. And I thought to make him more interesting. Maybe he should have some type of megalomania going on as you play through. I think each area that you play through ideally should tell its own story in addition to tie into the larger game story. So the story I was trying to tell in the C&P factory was that actually this guy is like serial killing his employees because it's basically a situation where when you're working at the factory, if you get three infractions, then you're called up to the boss's office and then you basically canned, literally at that point. And then it tied into going on in parallel, another writer was doing our Cannibal House quest. And so I thought, oh, that'd be really fun if we could tie those together as like a little Easter egg. And so Carrie has written some lines where they're like, commenting about how forced, like the the cans from his factory are like the only ones that they think are really tasty, and it's like, well, because they have people in them. (laughs) But yeah. - I worked on various ones like there is the the Captain Irion side quest on Scylla. We have to basically. You're trying to get medical robots for the sick bay on Groundbreaker. And the delivery guy is Captain Irion who's like been shot down, is now being held hostage by outlaws on Scylla, which was gonna be a fun quest, but then the voice actor we got for Captain Irion did this like, perfect Zapp Brannigan knockoff. (laughs) He's like, it was so perfect. - Tremendous work, friend. Here I was readying a daring maneuver, and you've come and saved me the trouble! - It's the same voice actor who did Vicar Max, I believe, and they're so completely different deliveries like, he just did a fantastic job bringing those characters to life. So, that one became like, way more entertaining because of that voice actors' delivery. And if you have Ellie in your party when you meet Irion, they have a history. That's fun to see the back and forth there. So that was always fun. - And farewell to you, dear Dr. Fenhill. I trust I'll see you next I find myself on the Groundbreaker. - You'd better hope not. - There's a woman you can find in Stellar Bay who's telling you that her son has gone missing and she wants you to go and like save her little boy. Which then as you're exploring through the game and go over Monarch, you find out that her little boy is actually a 40 year old man. I kind of want like, every RPG has this, like save my child quest. I wanted to do a turn that was like, actually, this is like a supremely overprotective mother who just needs to chill out, and her son's trying to live his own life. And then we got the voice actress who did the acting for the mother. She did such a perfect job of just going like the histrionics going so over the top. - I warned him. A raptidon would snap him up first chance it got. I just know one's ripped his arm off and is gnawing on his sweet little fingers! - One of our designers Megan who actually was in the recording session for that sent me a link to all the voice files. And I was just cracking up. Like that actress, she sure did a perfect job, she captured that over-protective mom character, so well, it was great. - [Danny] I mean, she was over-protective but he had joined the band of religious zealots. - Yes, but that versus that mother who wouldn't go for that option. (laughs) So we actually had several different ways she could do it. Obviously there's like the, the straight up way where you go locate the guy, convince him to return back to his mom. If you have enough good dialogues, because you convinced him to go back and like settle things himself, not run away trying like to be be an actual adult and have a conversation with his mother. Some other ways you can do it is you could threaten him and say that he either goes back and tells his mother that he's gonna come back for good, or you'll kill her. So basically, you're either going to, like, you're pulling his mother hostage to him returning so you can get the reward you want. Which also if you do that, once you go back and get the reward, you can then tell him, okay, you're free to go. I just wanted the reward. I didn't care if you actually stayed or not. You can actually like, talk to him and he can convince you like, oh, take this ring. It's like proof of identity, take it back. So like she thinks he actually died. So it's basically I hate my mom so much I'd rather her think I'm dead rather than go back and talk to her. Or you can just kill him outright, take the ring and go back and get the money. So, a few options like that for things you can do. - Here we go. - Nice one. Like true professionals. - [Danny] With a team fewer than 70 people for most of development, Obsidian managed to craft a wide array of locations filled with Novel Quests. It may not be the grand sprawling adventure that many open-world RPGs there promise, but it's a great example of smart planning, creative problem solving, and scope control. And we're not done yet. In the next episodes in our series, we'll take a look at how this humble team tackled elements such as combat, stealth, audio design, and music. Thanks so much for watching. See you then. (uplifting music) - Can you hear me? Is this thing working? Ah, there you are. Now, where were we? Oh, yes, a smuggler. His name is Hawthorne and he should be waiting for you at the landing site. He's to be your chauffeur, so to speak, and not to worry, I'm told he's a specialist, dashing gunslinger, one of a kind ship that sort of thing. You'll like him, I'm sure. I've also outfitted you with a simple wireless monitor so I can track your progress. I'll check in with you as soon as you land. Good luck. I'm, all the colonists are counting on you. Ah, you've landed. Good. Hawthorne should be close by. What in Law's name? Is that him? That idiot. I told him to plant the beacon and move away, not stand there holding it. Oh well, no sense in letting his ship go to waste. Hawthorne wouldn't mind you taking your ship, better you than the Board, eh? Not sure I trusted the fellow. Might have gone after the bounty on my head. Shame about the whole squashing thing. Nasty way to go.
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Channel: Noclip - Video Game Documentaries
Views: 95,908
Rating: undefined out of 5
Keywords: the outer worlds, quest design, world design, noclip, interview, developer, dev diary, documentary
Id: N_4dbG7RVeQ
Channel Id: undefined
Length: 28min 15sec (1695 seconds)
Published: Thu Apr 16 2020
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