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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 IPObsidian has had to deal with cancellations of high-profile projects, particularly the Aliens RPG. Could you tell us any more on that particular project?

The Aliens RPG was a game that we were excited to sign and we would have hoped would have come to completion because it was looking great and it would have been great to finish it, but it just wasn’t on the cards and so it was one of those things that just happens.

What have you learned from the experience that has changed the way Obsidian works?

The thing is, publicly, we’ve only had that one cancellation. A lot more games are cancelled than gamers recognise because it’s not done publicly. Sega announced Aliens as soon as we signed the contract so we had to publicly say we weren’t working on it anymore. I mean, it’s interesting; a lot of it is just disappointment. We love making games and it would have been a game we’d have loved to finish, so I guess it was just sad not to be able to finish it.

So how has that affected how you approach projects, or hasn’t it?

It’s not really affected us at all. I think you’ve got to stand back up, dust yourself off and jump into the next thing. Or you say, ‘This industry isn’t for me’, you know? A lot of it is, like when it comes to Alpha Protocol or New Vegas, we look at them and go, ‘Right, what did we do right and what did we do wrong? How can we do it better? How could we run a better company? And how can we make better games?’ We take all of those things and put them into all our later projects like Dungeon Siege to just do our job better.

You have a rich and varied back catalogue, partnering with several different publishers, such as Sega, LucasArts and Bethesda, and now Square Enix. How would you compare the different ways in which they collaborate with developers?

Well, we’ve had good producers and we’ve had bad producers. We’ve had publishers that have been in our studio all the time and we’ve had publishers that have never shown up. So, a lot of our job as a developer is to understand how each of those publishers works and then do what we can to show them what they need to see, give them what they need and just make it as easy as possible. I would say in general though that a lot of people have negative things to say about publishers, but there’s always been someone at every publisher we’ve worked with that has cared about the game and wanted any of the games we’ve made to be successful and has given us feedback, worked with us, and all that stuff.

Obsidian’s Feargus Urquhart talks Dungeon Siege, Fallout and new IPHaving previously worked at Interplay, and across the Fallout series, what’s your opinion of Interplay’s claim to the Fallout MMO?

To be honest, I have no idea. I had left Interplay before that deal and so I just don’t know anything. It was kind of one of those things where I wanted to stick my fingers in my ears and go ‘la-la-la’, just because I didn’t want to know.

How well suited do you think the series is to online play in general?

Actually, I think it’s really well suited, I mean that’s the biggest thing. Ultimately, if you think about it, when you’re playing Fallout, it’s like you are playing in a big open world where you are going after mobs, playing Player-Versus-Environment. So it’s almost like you’re playing a PVE game but by yourself, so I think that the game really lends itself to having this big world. And, of course, how the IP works, crazy is normal, so you can have crazy stuff. Like when there is just some weird-ass guy researching Mole Rats in some corner of the world and he’s made Mole Rat Land, so I think that helps it as well. It’s a world where people expect to find the unexpected around the corner and so it just fits.

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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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