'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.
- Entities
- Game: Disco Elysium
- Company: Obsidian Entertainment
- Topic: RPG
- Game: Fallout
- Topic: Game Design
- Game: The Outer Worlds 2
- Person: Robert Donovan
- Topic: Difficulty Settings
- Game: Baldur's Gate 3
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