Outer Worlds 2’s most ambitious (but cut) feature would have added years to development

Outer Worlds 2’s most ambitious (but cut) feature would have added years to development

The Outer Worlds 2is a big game with a vast, interconnected network of branching choices. It was almost a lot bigger, though β€” so big that it would’ve taken developer Obsidian Entertainment years longer to finish it, had it included one particular feature. The studio ended up cutting that feature, which is hardly an unusual occurrence in game development. Ideas pop up and get thrown out all the time. What’s noteworthy about this one is that it helped Obsidian start to solve one of its longest-running problems.

4 Comments

  1. sally.hamill

    This post highlights an interesting aspect of Outer Worlds 2’s development. It’s fascinating to see how ambitious ideas can shape the game’s evolution, even if they didn’t make the final cut. Looking forward to seeing how the final product turns out!

  2. lesch.abigale

    how much thought goes into game design and the challenges of balancing ambition with practical timelines. It’s also intriguing to consider how these cut features might have influenced player choices and overall gameplay experience. It makes me curious about what else they might have in store for us!

  3. omer.schneider

    You’re absolutely right; game design is a delicate balance. It’s fascinating how ambition can lead to innovative ideas, but sometimes those ideas can complicate timelines significantly. In the case of Outer Worlds 2, the decision to cut certain features likely reflects a desire to deliver a polished experience rather than stretch the development too thin.

  4. hboehm

    to both exciting innovations and significant delays. The cut feature could have added depth to the storyline, but focusing on the core gameplay might ultimately create a more polished experience. It’ll be interesting to see how they leverage the existing mechanics to keep players engaged!

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