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Obsidian’s Feargus Urquhart talks Dungeon Siege, Fallout and new IP

Features
20 Jun 2011

With a studio reputation that has been moulded by taking on existing licenses, games™ speaks to Feargus Urquhart, head of Obsidian Entertainment, about taking the lead on Dungeon Siege, the lessons learnt from Fallout: New Vegas’s reception and whether we can expect another original IP anytime soon.

Obsidian’s Feargus Urquhart talks Dungeon Siege, Fallout and new IPWhat can we expect with this being the first main canon Dungeon Siege entry without the oversight of Gas Powered Games? Particularly, will fans notice a slightly different direction or is this a case of a very symbiotic vision?

The best way to answer would be that it’s a little bit of both. Ultimately, the game, forgetting the license, has got to be one that you want to play, and the hope is that the brand and the license and all the other stuff just adds to it. And so, the first thing we did is we got all the information we could from Gas Powered Games about the world and then we really thought about it a lot and kind of tore it down into two things; into the gameplay we wanted to do and how we would treat the world.

So a lot of it was the thought that the gameplay has to evolve because it has to go from this PC point-and-click to the console and the controller – it had to feel more like an action game. In the end, it ended up that you can dodge, you can roll and block. So the combat is active, you’re actively participating in it. It’s not so much click and they will continue to attack, so we reckon that will take it forward.

When it came to the world and the land we said, ‘Okay, so what is it? People really enjoyed this world and they loved that aspect of it.’ We took all this stuff and moved the world history forward into a new era, making it about Ehb and the Legion. If you tie that to the gameplay, then I think we have a game that is Dungeon Siege III and it does take into account what people would expect from the world, but maybe is adapted to the gameplay that people want on console.

Obviously, people are going to compare the game with the likes of Diablo but, at the same time, Dungeon Siege III is available o consoles too. Do you believe, like some, that RPGs should be dumbed down for a console audience?

It’s an odd thing, I would say. It’s almost unfair not to say that RPGs over the course of the years have been dumbed down for consoles. But, I wouldn’t say that I would necessarily make a PC role-playing game the same way that I would have made one fifteen years ago either.

Obsidian’s Feargus Urquhart talks Dungeon Siege, Fallout and new IPI think a part of it is that games are evolving, and so a lot of it is looking at it going, ‘So what do role-playing gamers want now?’ The way that I see it is: I always look at accessibility. Accessibility does not necessarily mean ‘dumbing down’, it means that when the player starts the game it has to be accessible to them. It can’t depend on the fact that they know how to play the game, that they’ve played seventeen role-playing games before this and that we just have all these understood things.

A company I used to work for was Black Isle Studios and a PC game I worked on was Icewind Dale, which required you to roll six whole second-edition D&D characters before you could even start playing the game. No one would get through character creation nowadays. You know, people back then loved it, and there are still people that would love that, but I think the thing is when it comes to the console, and maybe all gamers, it has to be accessible, people have to be led into it. And so, my best answer is that the game is easy to get into, and then we ramp up the complexity and sort of add the layers of the RPG system as you play, and that is how we approach things now with the modern console gamer as compared to PC games fifteen years ago.

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  • AngryGamer

    Has Brian finally lost touch with reality and committed to groupthink behaviour of made-up mainstream perceptions? Fallout: New Vegas came out just about 7 months ago and you don’t exactly “jump into the action”; its character creation is little different than these “old old games of yore” like IWD (and in fact, in repeated plays, character creation in F:NV is just painful because of this nonsensical “cinematic” approach you have to go through every time). How about Storm of Zehir? Or the main game itself, NWN2? Were these games not made by Obsidian? These aren’t exactly “old” games. Or how about games like Dragon Age Origins? It’s not even like the character creation in Infinity Engine games like IWD was particularly deep and complicated, they were pretty simplified games.
    I’m sorry Brian but you are delusional. You want to increase accessibility? Here’s an idea that used to be the standard in those terrible days of yore: provide premade  characters/classes/parties besides character creation so those who are oh so “intimidated” by the latter can jump straight into the action with premade characters. Ever notice how these “old games of yore” provided solutions for everyone which have eroded due to naive developers buying into the mainstream nonsense? I find it most fascinating. It certainly warrants a sociological study.

  • Johnny

    “ then everything after that is pretty much just bug polish”

    lol, that sounds like Obsidian we know and love

  • http://www.facebook.com/profile.php?id=794310182 Angelo Buono

    …and yet, I hear Skyrim will allow customization… and it will sell like mad… going for the casual gamers has been proven to not work.

  • Jai Alai

    I think Obsidian is starting to get it wrong these days. I’d rather play a buggy game that is awesome at its core, than a sub-par game that runs like butter. The former can be fixed with patches, the latter – not so much. I think we got the latter with Dungeon Siege 3, according to reviews. It’s bug free – but who really cares? The loot system doesn’t really give you any rare items that make you FEEL the difference. And no one seems to be able to make sense of the stats. The characters and voice acting are wooden – the LAST thing you’d expect from Obisidian, making a game that should have come from Ubisoft, not my favorite rpg maker.

  • zer0

    Cool interview… I have played games by these guys (Obsidian crew) since the Interplay/Black Isle
    days. It’s always interesting to read the views of those who make/made those games I spent hours playing.

    Feargus is straight forward and seems honest, which is rare nowadays.

    RIP Black Isle, Thanks for all the games… All the best of luck to Obsidian and crew.

    Well, I’m off to play some NWN2:MotB

  • Anonymous

    You had to create 6 characters in IWD so it was much more time consuming.

    F:NV was made for Fallout 3 fans so it followed the same character creation process.

    NWN2 had premade characters.

  • Spartanm624

    At the very least, the character creation in New Vegas didn’t take that long (all of five to ten minutes). Now Fallout 3′s hour-long character creation, that was painful

  • SECTOR57

    The story of FNV was made following the origanal two games story type. The entire game was not tailor made for fallout 3 players it mearly used the same engine. Next the hour long creation in fallout 3 wasn’t all character creation, it was all backstory in order to help you get into the story more and understand it. While yes premade characters would make the game easier in the begining and less time consuming the point of the Bethesda form of fallout is to “play it how you like” as they say in the Fallout 3 game manual. Then there is the fact that if you don’t understand the games mechanics then it IS a hard game. You have to understand what a high damage rating of a gun is, what a high DT for armor is how rads are gained and lost and while some of that is found out during gameplay endurance rating to total HP is not(as an example). The point is to find all this out though experamentation. FNV has multiple endings and new downloads coming out as did Fallout 3. 3 different endings 4 different downloads for Fallout 3 that all had people coming back to the game in order to experament further.

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