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Obsidian General Discussion Thread

BlackheartXIII

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Mar 18, 2022
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According to Meghan Stark's LinkedIn profile (https://www.linkedin.com/in/kstarks?original_referer=https://www.google.com/), she left Obsidian in November (2022) and was hired as a narrative director in Activision in the same month. She was assigned as a Region Director for TOW2 for 6 months (Jun-Nov).
 
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Roguey

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Starks was one of their best post-Avellone writers, so Obsidian's truly circling the drain here. Though culturally, she's probably a better fit for Activision. :P
 

Roguey

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The entitlement of failing academics turned game writers:
Sawyer wrote about this kind of deflection over a decade ago

After growing up with a sculptor; working with video game artists, writers, and musicians, for over a decade; and living with a traditional painter for almost as long, I developed a maxim for how I would approach creative work: Do anything you want to do in life. Just don't expect anyone to pay you or respect you for it.

This, to me, is the razor. It's the distillation of any creative struggle with the audience: is the critical or financial approval of the audience worth making a creative choice you think is inferior? The audience may change: your co-workers, your boss, your client, your lover, your mother, the critics, the public. You give different audiences different weight, sometimes capriciously, sometimes rationally. Different issues may weigh on you more heavily than others. Sometimes it's easy to let go. Sometimes it hurts like hell. Sometimes you won't budge on principle. Sometimes you won't budge because fuck you, idiot.

We often use art and the authority of the artist (or the author, or the director, etc.) as an abstract shield to justify choices we make contrary to the desires of an audience. We make a choice, an audience complains, and sometimes -- all too often -- we say, "Sorry, but art." This is unproductive deflection. This is an absurd, conversation-ending non-argument. It is presented as a wall that no criticism can breach. How is the critic intended to respond?

Someone doesn't like how you portrayed a character. Someone doesn't like how you ended a story. Someone doesn't like how you framed your shots. "Art" as defense is not a response to criticism, it is a hollow rejection of criticism. It does not encourage dialogue, it does not promote introspection, and it does not (typically) ameliorate the audience's displeasure. At its worst, such a defense encourages non-topical arguments about the nature of art itself. These discussions, in which no parties are ever victorious, quickly spiral so far away from the actual point of criticism that they often never return.

When I see this, I ask myself: is this how authors and audiences should interact? I don't think so. I think both the author and the audience deserve, and can benefit, more from honest appraisals of why we make the choices we makes. Stop talking about "art". Stop talking about "entitlement". How does casting blame elevate and advance conversation about the work? This is about questioning our work, our choices, our relationship (or lack thereof) with the audience.

Ultimately, our works are our answers to those questions. Implicitly, what we give to our audience is indicative of our values. Everything that follows -- the sales, the reviews, the debates, the revisions, the re-releases -- should be viewed as tools for the authors and audience to reinforce or recalibrate those values for future work. Unless an author plans on quitting creative endeavors after the next project he or she completes, this process is something all of us will go through for life.

If you want to end a conversation, to cut off communication, it's easy enough to deflect criticism. Assuming you do make your work for an audience, you probably don't make it for all audiences. Sometimes, the fuck you, idiot instinct is the right one. If you don't want that audience to respect you or pay for your work, cut them loose; they're not worth your time and you're not worth theirs. But most of us can also accept a certain amount of dissatisfaction within our target audience. We make choices, some members of the audience are dissatisfied, but we still suspect they're the right choices. For those people, and for the rest of the audience, we have the ability to engage them, to sincerely explain our values and hear theirs.

All people engaged in a life of creative work have to fight battles against their shifting priorities. We all make trade-offs, one way or another. The more we illuminate the specific twists and turns of our own choices, and the struggles involved in making them, the more everyone can gain from the exchange.
 

Roguey

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One of Obsidian's new writers likes the place.

Great People, Fun Workplace
Feb 25, 2023 - Narrative Designer

Pros

There is never a boring day developing at Obsidian. People are kind and willing to help however possible. They all want to make great titles and will do whatever they can to ensure you succeed as well.

Cons

Direction can be hard to get. Not necessarily a con, but you should be aware that story comes first here. It's what built up the studio, so its what they focus on.

"Story comes first" makes the writing quality of all their latest titles all the sadder.
 

Chanel Oberlin

Pineapple appreciator
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One of Obsidian's new writers likes the place.

Great People, Fun Workplace
Feb 25, 2023 - Narrative Designer

Pros

There is never a boring day developing at Obsidian. People are kind and willing to help however possible. They all want to make great titles and will do whatever they can to ensure you succeed as well.

Cons

Direction can be hard to get. Not necessarily a con, but you should be aware that story comes first here. It's what built up the studio, so its what they focus on.
Not a good look when one of your writers writes like an entry level AI
 

vortex

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Obsidian should make new video "State of Obsidian" after MS purchase to explain what changed for them. Avowed will be a proof of concept for new Obsidian and I hope their big success.
 

Smerlus

Educated
Joined
Mar 29, 2020
Messages
141
The days of Obsidian/Harebrained Schemes and other indies that have been bought out, being candid or slyly hinting at things theyre working on is over once theyre bought out and have to filter most correspondence through their owner's PR machine.

Now all we get are rumors that shit is going haywire and official press releases that everything is going to be OK.
 

Roguey

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Spotted at this month's GDC https://schedule.gdconf.com/session/the-most-important-question-in-game-development/890564

The Most Important Question in Game Development
Carrie Patel (Game Director, Obsidian Entertainment)
Location: Room 2006, West Hall
Date: Thursday, March 23
Time: 2:00 pm - 2:30 pm
Pass Type: All Access Pass, Core Pass
Topic: Design, Production & Team Leadership
Format: Lecture

Game development is a complex process that requires us to juggle multiple goals and constraints across diverse disciplines. When those goals conflict, teams get mired in chaos and confusion.

Fortunately, there's one question that anyone, from the game director to the newest hire, can ask that turns confusion to clarity, conflict to harmony, and thrashing to productive iteration. Learn how to reduce meeting stress, cool tensions, and move your team forward with seven simple words.

Takeaway

Attendees will learn to recognize some of the quagmires teams fall into when they are not in alignment about goals, and they will learn how to productively and collaboratively regain direction and sync.

Intended Audience

This is for anyone who works as part of a team and wants to learn strategies to reduce conflict and improve the development process, from ideation to iteration. It is especially aimed at leads, producers, and others in leadership roles.

The director of Avowed lecturing other people about how to dig out of quagmire. Perhaps she should have waited until after the game ships before doing this.
 

Tyranicon

A Memory of Eternity
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The director of Avowed lecturing other people about how to dig out of quagmire. Perhaps she should have waited until after the game ships before doing this.

1678134879876.png


Attendees will learn to recognize some of the quagmires teams fall into when they are not in alignment about goals, and they will learn how to productively and collaboratively regain direction and sync.

They can't even write corporate jargon without boring me half to death. Yeah, this is the industry's standard "writer" at work. WTF.

:deathclaw:
 

Tyranicon

A Memory of Eternity
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Messages
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Fortunately, there's one question that anyone, from the game director to the newest hire, can ask that turns confusion to clarity, conflict to harmony, and thrashing to productive iteration. Learn how to reduce meeting stress, cool tensions, and move your team forward with seven simple words.
Fire bad writers, hire good ones. Retard.
 

yes plz

Arcane
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Messages
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Pathfinder: Wrath
Wasn't Patel the same one who gave a talk about 'no martyrs, no superstars'? Seems having your employees be corporate drones that do the bare minimum is going swimmingly for Obsidian.
 

Delterius

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Entre a serra e o mar.
"Story comes first" makes the writing quality of all their latest titles all the sadder.
nevermind that. the whole 'there's never a boring day at obsidian' screams 'oh god oh no the 17th lead on avowed fled to north korea rather than lead this garbage someone help me i just started sublocating and i can't afford the recision fees'
 

vortex

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Mar 25, 2016
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Temple of Alvilmelkedic

CthuluIsSpy

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Dec 26, 2014
Messages
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Location
On the internet, writing shit posts.

Abu Antar

Turn-based Poster
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Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Eric Daily left the company. 2018-2023. He was at inXile from 2014-2018.

He's now at Counterplay Games, who produced the masterpiece GODFALL.
 

BlackheartXIII

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Mar 18, 2022
Messages
100
According to AK Fedeau account gamedev's leaderships are more accepting toward fan fiction backgrounds (https://www.tumblr.com/nihilnovisubsole) :
not to start anything, but it was nice to sit in on social events with serious game developers and hear them discuss fanfic on positive terms. it was nice to hear people who wrote for big-deal IPs agree with the point that i've been hammering for years: that it's good training for matching tone and writing established characters. it's nice, in general, to be open with my coworkers that i cut my teeth on fanfic and have them validate it. the other day, my director (Carrie Petal ) and i chatted about headcanons and the appeal of unromanceable characters as a real RPG issue. it wasn't about "those cringey fans will latch onto anything," it was about finding gaps in players' desires and filling them.
these days, i want a level of decision-making authority over a story's canon that fanfic doesn't give me. but i still have tons of friends who write it, and it reassures me to see creators loosening their grip and accepting that their worlds are sandboxes. i don't know whether that's a cultural shift in the industry, or they were always cool about it and i wasn't around to hear it. it makes me optimistic, though. i think we'll only see more people who have that background in the future. let's see what we can do!!
 
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RepHope

Savant
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Apr 27, 2017
Messages
432
Christ it won’t be long before Obsidian is a BioWare tier hellhole of pandering to Twitter schizos. Such is the fate of all entities that let women into positions of authority.
 

Roguey

Codex Staff
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Messages
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Christ it won’t be long before Obsidian is a BioWare tier hellhole of pandering to Twitter schizos. Such is the fate of all entities that let women into positions of authority.
They've been this since Tyranny really.
 

santino27

Arcane
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Oct 1, 2008
Messages
2,786
My team has the sexiest and deadliest waifus you can recruit.
According to AK Fedeau account gamedev's leaderships are more accepting toward fan fiction backgrounds (https://www.tumblr.com/nihilnovisubsole) :
not to start anything, but it was nice to sit in on social events with serious game developers and hear them discuss fanfic on positive terms. it was nice to hear people who wrote for big-deal IPs agree with the point that i've been hammering for years: that it's good training for matching tone and writing established characters. it's nice, in general, to be open with my coworkers that i cut my teeth on fanfic and have them validate it. the other day, my director (Carrie Petal ) and i chatted about headcanons and the appeal of unromanceable characters as a real RPG issue. it wasn't about "those cringey fans will latch onto anything," it was about finding gaps in players' desires and filling them.
these days, i want a level of decision-making authority over a story's canon that fanfic doesn't give me. but i still have tons of friends who write it, and it reassures me to see creators loosening their grip and accepting that their worlds are sandboxes. i don't know whether that's a cultural shift in the industry, or they were always cool about it and i wasn't around to hear it. it makes me optimistic, though. i think we'll only see more people who have that background in the future. let's see what we can do!!
It should have been about "those cringey fans will latch onto anything" but when you ARE those cringey fans, it's hard to self diagnose, clearly.
 

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