The Outer Worlds: From Concept to Creation - Documentary

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I feel so weird about this game. It's like...

Imagine going to your favorite restaurant, which employs a chef you love. Ordering a dish based on a recipe you've greatly enjoyed before. All the individual ingredients are things you really like to eat. Then getting the dish, eating it and feeling "Meh"...

That's how I feel about this game and I'm still baffled about it.

👍︎︎ 189 👤︎︎ u/Zanadar 📅︎︎ Apr 10 2020 🗫︎ replies

I love this game. Any news on the DLC?

👍︎︎ 56 👤︎︎ u/ambientcloud 📅︎︎ Apr 09 2020 🗫︎ replies

Is this the video that accidentally lead to The Outer Wilds doc? Either way, I look forward to having the time to watch it

👍︎︎ 12 👤︎︎ u/boylejc2 📅︎︎ Apr 09 2020 🗫︎ replies

It's so depressing to read outer world discussions on r/games . I really want to talk about the game legitimately because it was my GOTY 2019, but it always a bunch of people saying it's bad or overrated.

👍︎︎ 22 👤︎︎ u/general_berkut 📅︎︎ Apr 10 2020 🗫︎ replies

My main issue with the game is how the world has gone to hell and how the player experiences this environment. There are huge creatures that eat you, wealth inequality, and corporations that have too much control and power. Food issues. But you never really feel any of this. You quickly become a god way too fast. And even before you level up, you can out run most enemy encounters.

The lack of vulnerability is the main weakness. Prey does this better (first person) or Kenshi (third person RTS/RPG hybrid).

(Slight spoilers): I was playing on the hardest difficulty and the only time I felt truly endangered was when my ship was locked out on the Groundbreaker. I was thinking "oh shoot, I cannot sleep, I forgot to save, some of my companions might permanently die so that I can fix this issue." Nope, it took less than 10 minutes and zero fights before I was able to get back my ship. Disappointing.

👍︎︎ 8 👤︎︎ u/internet_PVP 📅︎︎ Apr 10 2020 🗫︎ replies

This game was probably overhyped, but the end result was still so...mediocre. The characters, story, combat was so flat. Each individual piece was "OK", but OK for an established studio with a history of amazing story driven games is a bad start. Greedfall is a good counter example - average game but a huge step up for a small European studio that shows there's great things to come. Outer Worlds...was a step to the side and down.

👍︎︎ 7 👤︎︎ u/nothanksbruh 📅︎︎ Apr 10 2020 🗫︎ replies

Maybe they exist, but I've never played a game that allows you THIS much freedom in how you approach each mission. I really tried to be as non-violent as possible, and I commend this game for not only letting me do it, but also making it a really fun experience. Super fun game, could not recommend enough.

👍︎︎ 5 👤︎︎ u/NeverFreeToPlayJason 📅︎︎ Apr 10 2020 🗫︎ replies
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[TYPING SOUNDS] [MUSIC PLAYING] DANNY: There are many reasons why we connect with the games we love. The gameplay, the art the musical score. But of all the things that bind us to our favorite games, nothing has the endurance of a good story. It's for this reason that we're here in Orange County at Obsidian Entertainment to talk to a team about a game that was almost willed into existence by its fans. You see, our story focuses on the collaboration of two industry veterans, old friends who were responsible for giving birth to one of the most beloved game franchises of all time. How they honed their craft, went their separate ways, and eventually got the band back together. But it's also a story about a new generation of developers, many of whom were inspired into the profession by playing those old games. Today's story is the first in this set of videos about how Obsidian Entertainment created The Outer Worlds. Some videos will dive into writing, others into areas of world-building and combat. So fair warning, we're not going to get into the endgame, but there will be spoilers dotted throughout this series. And like any good tale, this one has an interesting backstory of a Los Angeles based studio called Interplay, where a producer named Tim was handed the keys to a post-apocalyptic wasteland and asked his colleague Leonard for help. [MUSIC PLAYING] - The best thing ever for my career ever was that Tim, unlike a lot of people when they're handed a project-- Like when he was handed Fallout, he was just the lead programmer originally. And then the producer had so many SKUs or games they were working on, they kind of just handed it off to Tim to be the lead on the whole game. And most people when they get that opportunity are just like, this whole game is my vision. Tim came to me, and he was like, I don't know anything about art, so you just do whatever you want. So that was, you know, really nice to have that kind of freedom, and we just had a really good working relationship from then. You know, when we started talking about doing this here, it was just, you know, there was no question that we-- Oh, yeah, we have the opportunity to do this again. We should definitely go for it. It started out with six people. Five, six people. And then for a long time it was 12 people. And then at the end it was 35? Yeah, for maybe the last six months we had about 30 people. For most of the project, it was a very small project. - What was fun is everybody was kind of making the same game, and the rest of the company was kind of ignoring us because right after we started, they got the D&D license. So most of the people were concentrating on the D&D games. So we were kind of off in a corner by ourselves. LEONARD: We felt like little kids getting away with something. We were keep rubbing our hands together, like, ooh what if we do this? It was, we really kind of realized what a unique opportunity it was at the time to be given a small bag of money, not a large bag, but a small bag of money, and being told basically make whatever game you want. - And it went through a lot of iterations. - Yeah. - There was, it was aliens, and then-- It was first started out fantasy, and there was going to be, like, aliens. We've talked about time travel. At one point it was dinosaurs. LEONARD: I was really proud of it. I felt like we had done a lot of the things we set out to do. Obviously there's always things you want to do better or put more features in, but I was really proud of it . - We got very little press coverage. We had done, we were anticipating, hey, maybe we're going to get a magazine cover, so we'd made some art for it. Nobody wanted a magazine cover. And then we'd actually started working on another game, and Fallout just kind of took off a few months after it shipped. I think Fallout 2 because it was bigger and had a lot more features than the base Fallout was that one that a lot of people remember as the big game. - Yeah, we left after doing the initial design for the main story arc and a lot of the design changes for that game to start our own company. Interplay was a fantastic place to work when we first started. and it was still pretty good when we left. It's just we kind of saw the writing on the wall. They ended up having a hit with Baldur's Gate after we left, so they hung on a little bit longer than we thought. But we just, you know, in our naive youth we thought that we, you know, knew better. Like, oh, they're making all these wrong decisions. And we just kind of wanted to go back to making a game by ourselves. Once Fallout came out and it became obvious that people liked it and it was going to be a thing, all of a sudden all these people were interested in it, whereas before no one cared. And so people who we'd never seen before were telling us, you know, what we should do. And we're just like, we don't want to do this anymore. So we just wanted to kind of get back to square one and start over, and plus we felt like the culture of Interplay was changing, so we wanted to kind of recreate that at Troika. TIM: I think we made three really good games. We made Arcanum, Temple of Elemental Evil, and Bloodlines. Lot of work, though. Didn't realize how much work the business side was so we kept losing time to the business side, and then we worked late. - Yeah, the biggest thing I learned was I don't want to run a company again. - Yeah, me too. LEONARD: Making Arcanum was fantastic. There started to be more issues when we got into Temple and Vampire. But Arcanum was pretty much what we wanted. But it was a really, really small team, and everybody was kind of a very flat hierarchy. There was no producers, no managers. It was just all of us, 15, 16 people developing the game. [MUSIC] DANNY: Before Troika games folded, they'd been working on a pitch for a third Fallout game but were ultimately outbid by Bethesda. The two went their separate ways but stayed local. Tim ended up working at Carbine Studios on the MMO WildStar while Leonard spent a decade at Blizzard as lead world designer on Diablo III and its expansion. Fast forward to 2011, and the news breaks that Tim Cain has left Carbine to join Obsidian Entertainment, and our spaghetti of games industry personalities and famous franchises is about to get a little bit more complicated. You see, Obsidian was founded by a number of developers who worked at Black Isle, a subsidiary of Interplay that was created after the success of Fallout. This team, many of whom had worked with Tim and Leonard on the first Fallout, would go on to make a sequel and a bunch of other great games. Planescape: Torment, Icewind Dale, and they even helped Bioware on Baldur's Gate. After founding Obsidian, they continued to created beloved RPGS, taking the reigns over two Bioware franchises in Neverwinter Nights 2 and Knights of the Old Republic 2. Eventually they'd be hired by Bethesda to make their own first person Fallout game. And while New Vegas had a rocky launch, it's regarded by many as the strongest first person Fallout, especially to those who were fans of the factions and reputation system from Fallout 2. But there would be no fond reunion for Tim. He joined Obsidian two years after the release of New Vegas, while the studio was working South Park: The Stick of Truth and Pillars of Eternity. It would be a number of years before he'd get the chance to make his first person roleplaying game. but when he did, he did what he always did. He called his friend Leonard. [MUSIC PLAYING] TIM: I came here in 2011, and I worked on South Park and Pillars of Eternity. and then in 2016, they were asking to start a new project, and they wanted it to be a new IP, and I didn't think I could do that without Leonard because he's much better at, well, he's great at character, and I'm not. We work on story together, but he pretty much does all the heavy lifting on that. So I basically told them if they wanted me to be a game director, I'd like them to hire Leonard, and they did. What was great too was we were actually locked in a room across the hall here for, like, three months. Just-- - Yeah, they didn't let us out. - Yep. - Kept us in there. - Slid pizza under the door. And we just worked on the IP, and it was great. It was like, all of a sudden it was like the early 90s again and we were just having fun and putting together IP ideas. LEONARD: Yeah, it just started clicking immediately. We just, there was never any searching for what we were going to do, or, like, wondering about our direction. It was just like we hit the ground running. We immediately started talking about it. And within the first couple days we had some of the basics of what the game ended up being. Basically it was a first person RPG, you know, with a Fallout New Vegas kind of feel I think was the main thing. The Fallout meets Firefly was floated around as well. And then me and Tim immediately started talking about things we wanted to have. Phineas, the main scientist, came almost immediately. The fact that you were a frozen colonist, we loved the fact in Fallout you came from a place where you didn't know anything. And we love when the character, the player character and the player are really close in terms of what they know. Especially in an RPG, it just, it really works well. Tim had already started putting together ideas for corporations. He played a lot-- Around a lot with those, and the silliness of them, and the humor there. We knew immediately we wanted to have a good dose of humor 'cause that's, our dark humor is what's kind of, like, been the signature of our games all the way through. And then once we had a couple of those then it start to become more obvious, at least to me, about the dystopia, and if the corporations actually were in control, and all that stuff just kind of snowballed from there. TIM: So we put together a prototype six months in. This prototype could demonstrate the three main ways of playing the game-- the combat, the stealth, and the dialogue. We had the cover grass working early on. We had the stealth awareness states working early on, inside and outside with doors, and line of sight, and sound. Most of you probably remember Nigel who guarded the door to this facility. Most of you killed him. Remember when we used to have the circular called shot device, where we, you could select what combat effect you wanted to do? DANIEL ALPERT: Well, we just started with the idea of almost this westward expansion. We kind of mirrored that aesthetic. So we knew, like, OK, spaceships would take the supplies to the planets. How would they then build their landscape? And it was always an echo of the old west. DANNY: At what stage do you think the art team sort of knew what the look was? DANIEL: Oh, well, I do remember it was this great art meeting we had actually in this room, and it was this concept piece done by Bobby Hernandez. And it was just this fantastic image of our old west style street in the future. People saw that, and it just clicked. It was like, I understand now what we're building. LEONARD: That was very much suggested by the fact that we had the corporations, and when that snowballed into them running everything. And then we started talking about how that really kind of started to feel like the turn of the century, turn of the 19th to the 20th century, mining towns where the mining companies owned owned everything. You know, they paid their workers in scrip, and they could only use it at the company store kind of thing. - That fit in perfectly with the idea we had of all these corporations that kind of owned chunks of consumer goods. So like, you know, there was a company that made weapons and another company that made armor. And then Spacer's Choice made a little bit of everything, but they were all bad. And it just, it fit in really well with this, the political side of things that Leonard looks at. DANIEL: Auntie Cleo, our big pharmaceutical food brand corporation, they will do anything they can to make their next product, including, like, capturing wild beasts, raptidons, experimenting on them, and being able to make diet toothpaste. Spacer's Choice is the brand that will make the product. They know it's a little shaky at the end, and wanted to make things always rickety and not quite fit right with each other. - The thing that we knew we had to have, you know, before anything else was that we had to really nail the tone. You know, because that's-- We called it the Fallout special sauce, which was you know, my darkness, my dark humor and silliness, we kind of merged those together. A lot of other-- - We don't want too dark. - Yeah, and not too silly. - Because the game shouldn't make you sad as you play them, but don't make it too silly 'cause then it's like there's really no gravitas to this game. - But in the case of this game, it was really important because the subject matter was so dark and so, it could be so depressing to play this game and play around in this world, where like, we really want it to be fun. We really want it to be humorous but have this biting edge to it. That was something that we were really adamant about. We worked really a long time with the writers on to get the tone right in terms of OK, this kind of joke is forcing it. We want to underplay it. The people in this world need to feel like if they were real people in this bizarre situation, how would they react, not cardboard cutouts pointing you to your next objective, things like that. And, you know, you can get away with a lot if the people who are delivering the lines feel like they really mean it. They're not, like, winking at the player or the viewer or whoever it is. DANNY: Much of the success of games like The Outer Worlds rests on the details. Compelling quests, well- written characters, evocative artwork, and stirring music. We went so deep into conversations on that we've decided to dedicate entire videos to writing, world design, game design, and music. So make sure you subscribe to Noclip to get notified when they go live. But in this video, we're going to keep the perspective broad and focus on how a team which at its biggest point was only 75 people produced a game as long and wide as The Outer Worlds. In fact, the length of The Outer Worlds was of particular interest to me. You can sink 100 plus hours into many modern RPGs, but The Outer Worlds doesn't offer that type of expansive playthrough. I wanted to know whether this was a reflection of the modest size of the team or a deliberate design choice. The answer, as you've probably come to expect on Noclip, was a little bit of everything. - So I started on The Outer Worlds when it was in, like, early in production. We were working on what we called the horizontal slice of the game. Basically we'd done the vertical slice, which was creating one area with all the content and all the features we wanted in the game. And at that point we were doing block outs, like basically just grayscale rough layouts for the crit path of the game, just so we can get a beginning to end playthrough of the entire experience to see how that felt. Actually I did block outs for an entire planet that was cut before the game released. So there's probably about six months of work that I did that didn't actually release with the game. After blocking out the horizontal slice to the original spec, we realized we had way more game than we had any chance of actually finishing. So that was, like, with the first round of cuts. LEONARD: We had to cut some chunks out of the main story, but we did it early enough so it so it didn't feel disjointed. But we felt we could have built to the end a little bit better. I know that's one thing I've seen people feel like, the end kind of amps up all of a sudden without much warning, and I feel we could have built a little bit towards that, and that was one of the things that kind of cut back on. TIM: We originally had an overland map for Terra 2 that was as big as the one on Monarch. So that kind of hurt to cut that because it makes all the areas on Terra 2 you know, Roseway, and Byzantium, and Edgewater kind of feel disjointed. It's just hard figuring out, 'cause we-- This was also the first game here we mading using Unreal 4. Like Scylla went together really quickly. It went a lot faster than our other maps, and we didn't have a feel for when something was on paper how long it was going to take until we actually did it. - This was the first project we've made using Unreal 4, so a lot of our, the tools and pipelines we were trying to get up to the speed that we need to, and certain things we just assumed we'd be able to do more quickly than we could. We had to make a lot of cuts. TIM: Monarch was particularly difficult because there were so many teams working on on one map, that they would often get in their way or somebody would, like-- We couldn't do lighting until all the area designers were done so a lot of things got pushed off. BRIAN: And then we realized, well, the game's actually a bit smaller than we want it to be. So we looked at things like Scylla as an example. This was a new environment that was actually fairly quick and easy for art to generate, that we could actually build out very quickly, that would give us more play space but wouldn't be, have a high cost on the art end. Yeah, basically there was a lot of things that were on areas that were cut from the game. And Scylla was a place that had no crit path content going through. It was just side quests so a lot of the companion quests just managed to be relocated there, 'cause nothing really required you to go other than the companion quests, so-- DANNY: Where else would a hermit drug lady be? - Exactly. [LAUGHING] Although that was actually the only quest that was already in design for Scylla. DANNY: Oh, really? BRIAN: Was the Vicar Max hermit quest. The pirate area for Felix's quest was actually on another planet. Then it got relocated there, and then the other side quests like for Nyoka got relocated there as well. - Luckily we've got a lot of failures under our belt because one of the things we talked about was the original Fallout only had three of those we called them hard points, but they're story choke points, where Arcanum had 27? We said somewhere between that and those numbers are the correct number. Because three wasn't long enough and 27 was much, much, much, much too long. So when we looked at the we kind of thought of what the logical acts were. And we started out immediately going the first act has to be getting your ship. That defined all of Edgewater, and all the different things that happened there was all, like, I need to get that part. And then after that, we're like, well, they can go anywhere they want in the system. So then we had to think of like, how we wanted the story to unfold and what those choke points would be. - We kind of hit the big beats of the story and then were like, OK, what if the player does this and try to think of all the different things they could do. So it's almost like we start with one path and then add all the others. Sometimes they all come together at once. Sometimes we really have to kind of wrack our brains for how this one major point is going to be different for different players who make different choices. In the past, we've kind of just winged it. With this game we tried to have more restraint, and our strike teams and our area designers were working with the narrative designers. Had a really good feel for how to control those things. BRIAN: So usually for area designers at Obsidian, we're responsible for both the, like, layout of areas and also a lot of the quest design. For quests we work with our narrative team to figure out the overall objectives and, like, the stories we're trying to tell through those quests. But we're responsible for actually implementing in design and the layout and the flow of quest in areas. We start with a paper design, like a top-down design to iterate, to make sure that overall, relative spacing of things makes sense. And then we do a quick basic texturing, basic layout, and then just start running through and making sure, like, OK, from this point can you see the objective we're trying to reach, or is it hidden? If it's hidden, is there another POI that draws you in that direction so that players have at least have a goal in front of them as often as possible. And then usually trying to get as much feedback as possible, which is always hard on a gray block map because it's so basic. There isn't really any good textures or any interesting detail there. There's a lot of, like, feedback you get that you kind of listen to and understand that it's coming from, like, OK, that will be addressed when we get the art pass in, or that'll be addressed when we get VFX to draw the player in that direction. DANNY: While the critical path of the game may have been shorter than intended, RPGs are labored with the responsibility of allowing players to play through them in many different ways. We covered the design of combat, stealth, and dialogue in an upcoming video. But expectations also change the complexity of these systems, so I asked Tim and Leonard whether it's possible to make a game accessible to less experienced players without disappointing hardcore RPG fans. TIM: Back then the only people into RPGs were people who were hardcore. They knew the system backwards and forwards. You know you didn't have to explain anything worth knowing. They'd just know it already. But new RPG players, they don't necessarily want to have to be taught all these systems ahead of time. I try to explain to them this way, because people were worried we weren't going to try to get complex people. I imagine RPGS as being a big mountain. Forty years ago you had to rock climb up the mountain. Now we've paved a really nice road with switchbacks and scenic overlooks. The view from the top of the mountain is still as nice, but it's easier to get there. But some of the people who are rock climbing are like, in my day I had to rock climb to get that view. And it's like, that's great, and now you can just take a, you can drive up there in 15 minutes. That doesn't mean the view isn't as good. So I wanted to come up with an RPG that if you wanted to rock climb up it, fine. But if you wanted to take the drive up, it was easy to learn things, and you didn't have to know how everything worked when you started. LEONARD: One of our pillars for the game as a whole, was that it was kind of very easy or very accessible on the top layer. And then you could dig down as far as you want. Same thing with the story. We tried to make sure that even if you try to get through the dialogue as quickly as possible, you had enough of an understanding about what was going on and what you were supposed to be doing to get you through the game. Then of course if you wanted to dig down deep and pick every option you could, then hopefully that would be entertaining as well. But you didn't need to do all that. We wanted people to be able to opt in not only in deciding what character they're playing but how they're going to play the game as well. TIM: Our producer Eric just liked to shoot people as soon as he saw them. So now that he was, like, missing out on all the dialogue, he made it challenging for us to figure out how to advance storylines when no one could talk to you. 'Cause he didn't talk to anybody the whole game. I mean, he had no idea what the VO was, what the character dialogues were like. If he saw someone, he shot them. - Yeah, but you make it sound like that's a new thing. Eric was working with us at Interplay, and he went, he played Fallout by punching everybody. And found a body that way, 'cause he played the whole game by punching everybody. - Yeah. - Yeah, so even from way back then, we've known if you decide you're going to have to be able to kill everybody in the game, you need alternate ways of getting this information. So that's part of it, like, you know, 'cause we always said you have to be able to fight, sneak, or steal your way through the game. Part of fighting is like, I'm just going to kill everybody. So that's part of, like, when we're going down the list of what we need to make sure happens at every point or options the play has at every point, account for those things. TIM: If you didn't want to tinker with items you didn't have to. If you didn't want to do anything with the mods on weapons you didn't have to. If you didn't want to play around with science weapons, if you just wanted to use them as a basic weapon, you could. But then if you upped your science skill, they got better and better. And we just liked things like that that were good enough basically but then fun to extend. DANNY: On this project, scope control seemed to be given priority. While cutting features, companion, an open world hub, and even a planet must have been painful, it was more important that the team weren't spreading too thin creatively. But I wanted to know how Tim and Leonard felt about where the game ended up. TIM: When we, when we were talking to the game, and I remember we had team meetings about this, I said, look, if the biggest complaint about our game is that it's too small and people want more from it, that's good. Because if you make a really good game, of course people get to the end, and they're like, I want more. Hey, it was only 20 hours, or it was only 30 hours, or 40 hours. People kept asking us how long the game was, and it was so hard to answer because you can finish it really quickly and with certain type of characters, and other type of characters take a lot longer. But in this particular one I think we were really happy with we told our story, we had lots of side quests, we had lots of interesting companion characters, and we were really happy with the scope. LEONARD: From the very beginning we wanted to make a shorter game so that we could focus more on the replayability and the choices. 'Cause the more choices and branching you give the player, the more content you actually have to create, so that's a limiting factor in itself. But I think that's one area where I'm a little less happy 'cause I feel like we had to make one cut too many. All through the project we were making cuts. We started out with a smaller scope in mind, and then we found out that that was too big as we went. And we made cuts, several rounds of cuts. And I think our last cut, for me, was the painful one because I feel like I would have liked to have a little bit more depth in some of our characters. I wish you kind of could have dug a little bit deeper into who our companions were and had little bit more reactivity there. But at the end of the day, you know, as Tim said, if somebody says the biggest problem with your game is it was too short, that means they liked it. And we've all played games where they were an awesome game for the first two thirds, and you're like, OK, I'm ready to, like, play the end game. Oh, I have 20 more hours? Yeah. And then it just starts to become a slog, and it kind of colors your perception of what the game was originally. That's one of the pluses of having it be a shorter game too, is that people won't feel like they're you know, by the end of it they're just so burned out they don't want to do it again. So they could easily jump back in and check some of these things out. [MUSIC PLAYING] DANNY: The Outer Worlds is just one game that was being developed at Obsidian at that time. It was published by Take-Two Interactive's subsidiary, Private Division. But during production, Obsidian was bought out by Microsoft. From our time at the studio, the fallout seems to have been handled well. During production of this series, we were talking to Private Division PR throughout. And it seemed like there was an amicable relationship between the two, even if their working relationship is coming to a close. But before we wrapped this one up, I wanted to know what effect, if any, the Microsoft buyout had had on the development of The Outer Worlds. TIM: What was interesting was even though Obsidian was being purchased the last year we were making this, we were making this for Private Division. So we were kind of in our own bubble. It's super cool that it did this well and that Microsoft liked it. That was a side effect. That was, like, not on our initial list of things to do. It's a happy side effect. LEONARD: Yeah, and I mean it's great that it seems that way, and it's great that it now looks like we're going to have a fantastic future. But, you know, we approached it the way we have always approached games. It was always about the game. It was always about the game that we wanted to make, that we thought the fan would want to play. You can't worry about the other stuff, because that's out of your control. We decided to concentrate on that stuff that we could control and deal with. DANNY: And creatively you're satisfied? - Never. [LAUGHING] There's a lot of stuff I'm really proud of in it. I think that we did a lot of things we set out to do, but, like, with the cuts, and I've always been, you know-- You're always looking at the game you wanted to make as opposed to the game you ended up making. - I'm happy. - Yeah. [DANNY LAUGHING] - But however I have to say, and this is where me and Tim differ on Fallout, I think Fallout was the only game where we shipped it, and I was like, that was exactly the game I wanted to make. It was perfect. And Tim was like, well, you know. - I had this laundry list of other things I wanted to do. - Yeah, so I think that was just my youthful naivety at the time. - He was like Felix. - Yeah. - Now he's more like Max. - But I'm really proud of it. I mean, I'm really happy I think it was-- did most if not all of what we set out to do. But I'm always dissatisfied. I was-- I was an artist my whole life, so I'm never going to be happy with what we create. DANNY: So you guys aren't done making games together? - Hopefully not. - No reason to be not. [LAUGHING] DANNY: The last documentary we filmed was actually just north of here with the folks at Mobius who made Outer Wilds. [LAUGHING] We've asked them this question. When did you name the game, and did you know about them when it happened, or? - We went through a lot of names. - Yeah. - We went through a lot of different names. We couldn't find one we liked. And once we did find one we liked had already were trademarked for other games or something else. And we came up with The Outer Worlds, and we started circulating that around. And then I found out that there was an Outer Wilds, and everybody else seemed to be like, well, we're not sure that that's a concern. It's a small game. It's an indie game. I'm like, I don't know. But I didn't have anything better, and we couldn't-- We had gone-- This was a process. This wasn't, like, an easy, like, ah we'll just name it this. So this was something that we finally were all able to get on board with, and I think that was why even after we found out that there was crossover that we still went forward. I regret that now, but-- - That's something people don't know, though. It is agonizingly difficult to name a game. - Yeah. - You know what your game is. You have a really good feel for it. But then you're asked, put it in a word or two, and you're like-- - And one of the push backs that I heard was that, well, they're coming out like six to eight months before you guys. So it won't be a problem. And of course, yeah, it's like, what, have none of us made games before? We know these things aren't like, set in stone. They aren't guaranteed. So, yeah. I sat next to them at-- We just did a, I just did New York game awards thing the other day. And I ended up sitting next to one of the guys from Outer Wilds, and we laughed about it. But I felt bad because, you know, I'm glad that not only was it a fantastic game, but they got a lot of press, and that they weren't, you know, lost in the shuffle because, you know, we obviously were part of a bigger company with a bigger marketing push. And I was concerned about that. I didn't want somebody who'd had this labor of love small indie game to, you know, be sidelined by us, and they just did a fantastic job and got a lot of recognition. So that made me happy. - Yeah. [TYPING SOUNDS]
Info
Channel: Noclip - Video Game Documentaries
Views: 203,977
Rating: undefined out of 5
Keywords: the outer worlds, outer worlds, tim cain, leonard boyarsky, danny o'dwyer, interview, noclip, documentary, development
Id: 7MRxaqbcVn0
Channel Id: undefined
Length: 29min 36sec (1776 seconds)
Published: Thu Apr 09 2020
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