'No matter what we changed, somebody was going to get mad:' After hearing what an Obsidian dev went through to get RPG difficulty right, I get why nobody's ever gotten RPG difficulty right
Obsidian senior systems designer Robert Donovan discussed the challenges of balancing RPG difficulty, using The Outer Worlds 2 as an example. He explained that the team focused on a 'hits to kill' system for Normal difficulty, acknowledging that no single setting would satisfy all players. Despite the difficulties in tuning, The Outer Worlds 2 was ultimately considered a success.
PC Gamer
- Entities
- Disco Elysium
- Obsidian Entertainment
- RPG
- Fallout
- Game Design
- The Outer Worlds 2
- Robert Donovan
- Difficulty Settings
- Baldur's Gate 3
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