Whelp, Xyebane beat me to most everything. Assorted thangs to mention:
1. Sega insisted on the shooting mechanics of Alpha Protocol for reasons no living human being can explain or understand. They thought the game should be "more RPG-ish" and that that would help somehow. "Because Deus Ex" or something, probably. Despite the apparent long development time, there was a longish period between when they finished working on it and when it went gold that they were literally not allowed to touch it by Sega, and no, Obsidian did not choose when to say it was done, just as...
2. It was not Obsidian's call as to when to ship New Vegas. Damn man, of course it wasn't. They're a developer, and one that's never had a whole lot of weight to throw around. Of course that was the publisher's decision. And the game was no buggier than Fallout 3. QA is pretty much always a publisher thing, anyway, which says good things about Square Enix, because Dungeon Siege 3 was pretty much bug free. It just had the noticeable disadvantage of being a god damn Dungeon Siege game and therefore boring as hell and seriously they made a second DS when nobody likes Dungeon Siege why is anyone still making Dungeon Siege games stop.
3. KotOR, important as it is to me and a lot of people, was...
really pretty bland. I mean, it's a generally cool concept and it's impressive that they pulled off their first party-based console WRPG as well as they did, but it wasn't really anything special in its genre. It handled very awkwardly with a poor UI, terrible party control, and forgettable writing. KotOR 2 kept the poor UI and control, brought in genuinely interesting writing, and added a whole shitload of scripting errors and cut content. And dropped the "teleport back to the ship" button because Obsidian are a bunch of jerkfaces.
4. NWN was terrible. Its community content was awesome, but the base game was awful. NWN2 was better than it by default. Mask of the Betrayer was legit fucking awesome.
AntiChri5 said:
recruit00 said:
I think when it comes to Obsidian, it is mainly an issue of publishing. They always seem to get pushed by the publisher to get stuff out faster which leads to the huge amounts of bugs in their games like AP and FNV.
Also, my guess is that Stick of Truth will end up being a disgrace to RPGs and will be really dumbed down and not really that good. Also, it will be bugged out the ass. I guarantee it.
Also, I think one thing that people like about Obsidian is that they don't seem to have any "must make money" attitude. Each of their big games tends to have a goal of making a good RPG with story focus and well written background. They are one of the only companies that does that.
Thing is, if you get fucked by the publisher
every time you have to ask yourself what you are doing wrong. Executive meddling does happen, but with this frequency?
Sure, why not? You could argue that Double Fine's had a worse run of it, though Obsidian's catalogue of cancelled projects (Alien, Black Hound, etc.) probably puts them over the top.
EDIT: And for fun, a quote from Naughty Dog co-founder Jason Rubin:
We were forced to develop Crash [Bandicoot] 3 in the hallways of their [Universal's] offices. Although they still had a contract to give us office space, they decided to make our lives as miserable as possible. We were under extreme deadlines for a Christmas release, so we couldn't move the team in the middle of the project. We had to stay in those hallways until the game was done. Naughty Dog was working 16- to 20-hour days that year with no weekends.
To make matters worse, Universal refused to pay for the air conditioning in their offices, and thus their hallways, after hours. Los Angeles summers, especially in the San Fernando Valley, are extremely hot. At night, and especially during the weekend, the heat on the thirty-fourth floor passed 100 degrees. This is not an exaggeration. We had to buy thermometers and measure the temperature constantly because the heat was affecting more than our comfort. Our servers were going down because the internal temperatures of the hard drives were going over 130 degrees. And the building wouldn't let us bring in portable air conditioning units, so we were forced to cool the servers by blowing air over a bucket of ice with a fan. That solved the problem until we managed to disguise an air conditioning unit as a mini-refrigerator and sneak it in.
I could tell endless tales of Universal Interactive's spite and contractual misbehavior that year, but that's all history. They tried to break us. They couldn't. Although we all worked shirtless at desks in hallways that year, we got Crash 3 done. To put all of this in perspective, Crash 3 was guaranteed to make Universal hundreds of millions of dollars in profit. Yet, as a company, they didn't have the decency to accept our decision as independents to chart our own destiny. And they were vindictive enough to risk their financial windfall had their nonsense caused us to fail. If Universal had been more humane and reasonable, it is possible that Naughty Dog would still be making Crash products today.