Obsidian's Avowed is a game for the more indecisive or changeable RPG player, with no "enforced" classes and an emphasis on easily respeccing and experimenting with different combinations of weapons and abilities. Or at least, that's my overall takeaway from a new Xbox podcast interview featuring game director Carrie Patel and gameplay director Gabe Paramo. In the video, the pair delve a little deeper into last week's Xbox Developer Direct showcase and how the game compares to their previous Pillars of Eternity games, which are set in the same world.
The 25 minute video is heavy on the kind of gamer-coddling, world-revolves-around-you rhetoric which developers like Obsidian often deploy in a strange bid to suggest that their games are far less intriguing than they are. "With all of the content we design, whether it's quests, companion relationships, or gameplay, which Gabe can talk to, we really try to create this player-shaped hole," Patel observes at one point. "So that we're always leaving room for players to really step in, drive the game and the story forward, and just define who they are in this setting."
Call me an awful curmudgeon, but talk of being "the author of my own experience" leaves me cold, at least when it comes to narrative design. It makes me feel like I'm being asked to rejoice in the act of customising a giftbox. I don't want to be a hole at the centre of the universe - I want the universe to push back, deny me things and impose a shape on me, so that there's a genuine sense of stakes and an actual obligation to "play a role". And I'm pretty sure Avowed's quests and story will meet those criteria in practice, going by Obsidian's prior creations, though I share Graham's reservations about the Xbox Developer Direct demo questline being exceedingly overfamiliar. The stuff about being "player-centric" is just the usual dead-eyed marketing. Still, I do wish it would go away.
I'm more open to the "author your experience" rhetoric when it comes
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