Grounded 2 thrived whilst Avowed and The Outer Worlds 2 under-performed, so now Obsidian may target shorter development cycles

Grounded 2 thrived whilst Avowed and The Outer Worlds 2 under-performed, so now Obsidian may target shorter development cycles

Imagine you’ve got a favorite chef, known for crafting these incredible, complex, multi-course meals that take hours to prepare and savor. Everyone expects the next big gourmet feast from them. But then, their latest grand dinners, *Avowed* and *The Outer Worlds 2*, while tasty and well-made, didn’t quite draw the massive crowds or the rave reviews like their earlier classics. Meanwhile, a simpler, more approachable dish, *Grounded 2*, a fun and familiar comfort food, completely took off and became a massive hit. Here’s what’s happening at Obsidian Entertainment, the brilliant studio behind some of gaming’s most beloved role-playing adventures, as they face a similar head-scratcher. It seems their big, sprawling fantasy and sci-fi epics didn’t quite capture the zeitgeist, while their charming survival game found a booming audience.

The reality is, when 2025 wrapped up, many folks overlooked Obsidian’s open-world fantasy RPG, *Avowed*, even though it earned solid reviews and offered a fresh take on the classic Elder Scrolls style of game. Think of it like a really good movie that just didn’t get enough buzz during awards season. Later, *The Outer Worlds 2*, a sequel to their quirky sci-fi adventure, landed with a similar quiet reception. Both were well-crafted experiences, full of the deep stories and interesting choices Obsidian is famous for, but they didn’t quite become the huge, talked-about blockbusters many might have hoped for. It’s a bit like building a beautiful, intricate sandcastle on a busy beach, only for everyone to be looking at the ocean instead.

So, why did these ambitious projects, packed with the kind of storytelling and world-building Obsidian excels at, fly under the radar? We all know the gaming world is absolutely bursting with massive open-world games these days. Every other week, it feels like there’s another sprawling universe asking for hundreds of hours of your time. Maybe players are starting to feel a little overwhelmed, a bit like having too many delicious desserts on a menu – you just can’t try them all, and sometimes you just want something simple and satisfying. The market for big, epic role-playing games (RPGs), where you create your own hero and story, is incredibly competitive, and standing out requires more than just being good; it often demands being truly revolutionary or incredibly lucky.

Now, let’s talk about the plot twist: *Grounded 2*. While its bigger siblings were navigating tricky waters, this mostly continuist survival crafting adventure was enjoying lots of success. Imagine a backyard full of ordinary things suddenly becoming an enormous, dangerous playground because you’ve been shrunk down to the size of an ant. That’s *Grounded*. It’s a game where you build, explore, and fight to survive in a familiar yet totally new world, and its sequel refined that formula. This isn’t a complex, branching narrative RPG; it’s a game about constant discovery, building your base, and hanging out with friends. It’s the kind of game that keeps players coming back, much like a favorite board game you can pull out anytime for some reliable fun.

Here’s the interesting part: making those sprawling RPGs like *Avowed* or *The Outer Worlds 2* takes years, sometimes five, six, or even more. Think about the sheer number of people, the amount of money, and the time needed to build entire worlds, write thousands of lines of dialogue, and craft intricate quests. It’s like constructing a skyscraper – a huge investment, a long construction period, and a lot riding on the final outcome. In contrast, a game like *Grounded 2*, while still a significant undertaking, likely has a shorter development cycle. It builds on an existing successful formula, allowing the team to focus on refining what works, adding new features, and keeping the player community engaged with regular updates. This faster turnaround can be much more forgiving on a studio’s resources and much more appealing to publishers like Xbox, who want a steady stream of engaging content for their Game Pass subscribers.

The Shifting Sands of Game Development

So, what does this tell us about Obsidian’s future, and perhaps the future of game development in general? You might be wondering if this means Obsidian will abandon their roots, their legacy of crafting those deep, choice-driven RPGs that fans adore. Not necessarily, but it definitely suggests a strategic re-evaluation. Think of it like a successful band realizing that while their epic, 10-minute progressive rock anthems are critically acclaimed, their catchy, shorter pop songs are what really get them on the radio and bring in new fans. The studio might start to target shorter development cycles for some projects, allowing them to release games more frequently and potentially reach a broader audience, without the immense pressure of every game needing to be a monumental, years-long endeavor.

For us, the players, this could mean a few different things. On one hand, we might see more diverse offerings from Obsidian – a mix of those grand RPG experiences we cherish, alongside more nimble, perhaps genre-bending titles like *Grounded*. Imagine getting a new, polished Obsidian game every couple of years instead of waiting half a decade for the next huge epic. This faster pace could lead to more experimentation and fresh ideas. On the flip side, some might worry if shorter cycles mean less depth or polish, but the success of *Grounded 2* proves that a focused, well-executed game can be incredibly satisfying without being gargantuan. It’s a delicate balance, like a chef deciding whether to specialize in elaborate tasting menus or master a few perfect, beloved dishes.

Charting a New Course: Quality, Speed, or Both?

This isn’t just an Obsidian story; it’s a reflection of broader trends in the gaming industry. Developers everywhere are grappling with the ever-increasing costs and time associated with making massive “AAA” games. The rise of subscription services like Xbox Game Pass also changes the game. These services thrive on a constant flow of new and engaging content, and games that can keep players hooked over a long period, often through ongoing updates and community features – much like *Grounded 2* – are incredibly valuable. It’s about maintaining player interest and offering continuous value, not just delivering a single, massive launch event.

Looking ahead, Obsidian’s journey will be fascinating to watch. This doesn’t mean they’re turning their back on the rich, narrative RPGs that made them famous; rather, it suggests a smart adaptation to a changing landscape. They might become like a versatile storyteller who can captivate you with an epic novel one year and a brilliant short story collection the next. By potentially embracing shorter development cycles and a more diverse portfolio, Obsidian could ensure their creative spark continues to thrive, delivering both the deep, immersive worlds we love and exciting new experiences that keep us all coming back for more. It’s about being smart, being flexible, and continuing to tell amazing stories, no matter their size.


Source: https://www.eurogamer.net/obsidian-talks-avowed-the-outer-worlds-grounded-2-performance-and-studio-future

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