Why was Outer Worlds so short?

The Outer Worlds was unquestionably a tight RPG experience across the board. As an AA title, Obsidian had to work within a strict budget. This forced the team to scale back ambition and focus more on replayability over a sprawling sci-fi saga. Despite over 4 million sales and winning fans over with its dark humor and flexible combat, its limited scope left many players wanting more.

Obsidian‘s Resources Were Constrained

As an independent studio prior to Microsoft‘s acquisition, Obsidian lacked the budget of AAA developers and targeted a more modest production. Teams behind comparable open world RPGs like The Witcher 3 and Bethesda‘s Fallout 4 were several times larger. As co-director Leonard Boyarsky admitted, "We had to make one cut too many. All through the project we were making cuts." This even included cuts like excising entire planets.

Rather than ambition, replayability became the priority. Obsidian hoped The Outer Worlds would make up for its scale via branching paths. But it still came across as lean even for a tightly focused RPG.

Brevity By The Numbers

On average, completing all side quests and main storylines takes under 30 hours:

Main Story13 hours
Main + Extras381⁄2 hours
Completionist52 hours

By comparison, The Witcher 3 offers over 175 hours of content. Fallout: New Vegas, Obsidian‘s crowning RPG achievement, can demand upwards of 75 hours for a thorough playthrough.

Narrative Depth Was Sacrificed

The Outer Worlds entertains with dark satire of runaway corporatism. But many critics noted its overall writing failed to match earlier hits like Fallout: New Vegas. Few companions receive satisfying character arcs and its various factions feel thin. New Vegas boasted a complex reputation system and shifting community attitudes – The Outer Worlds has no such sophistication. Players expecting branching romances as with BioWare titles came away similarly disappointed.

A Limited, Segmented World

While aesthetically distinct, The Outer Worlds‘ actual environments are compact and cordoned off into discrete zones. This segmented world discourages an open style of exploration. Its spaces, enemies andloot lack the diversity of Bethesda‘s creations or rich simulation elements. Locations rarely surprise and mostly serve functional roles for quests. Only Byzantium stands out thanks to unique luxury trappings. Had Obsidian achieved its original vision, these shortcomings may have been mitigated.

Critical Success and Sequel Hopes

Reception ranged from impressed to mildly disappointed. But nearly all reviews granted The Outer Worlds praise for its flexibility and personality, if not its scale. By August 2021 the title had cleared 4 million sales – an impressive return warranting franchise potential.

While a flawed AA title, its strengths leave little mystery why fans anticipate improvement from sequel The Outer Worlds 2. With the benefits of Microsoft‘s ownership and advancing to Unreal Engine 5, Obsidian finally has the technical and financial resources to fulfill their creative vision. Few doubt they possess the RPG chops – only deprived them of the means last outing. The Outer Worlds laid the narrative foundation. Now fans eager await the payoff.

The Chance to Go Bigger

The Outer Worlds sophomore effort can expand the sci-fi universe without compromising signature gameplay strengths. With spacefaring technology progressing, new destinations like the solar system‘s outer planets introduce fresh frontiers. Added environmental diversity populates these worlds with more unpredictable encounters – no more segmented boxes.

Obsidian wanted players resettling Halcyon to experience freedom. Creaky technology and a low budget constrained possibilities; they deserved better for their imagination. Unshackled and furnished the appropriate resources, The Outer Worlds 2 can deliver an RPG of truly epic scale. If only shareholders had realized corporations never pioneer new worlds. Had Boyarsky and crew secured funding fitting such legendary pedigree, Halcyon may have sparked brighter on launch. But the next voyage seems promising.

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