
As games become larger, more elaborate and significantly more expensive to make, the concept of player agency and optional paths becomes a riskier prospect for RPG developers. For Obsidian's The Outer Worlds 2, however, it's an essential feature, according to senior narrative designer Joe Fielder.
"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 tells us. "When I work on the narrative for The Outer Worlds 2, it's not my story. I'm writing to give you, the player, options of how to roleplay as the character you rolled up at the beginning."