Visionen for Avowed lod til at være meget, meget ambitiøs i starten, og spillet blev i de tidlige dage offer for såkaldt "scope creep", hvor Obsidian konstant blev ved med at forstørre projektet. Men i sidste ende valgte de en mere fokuseret identitet.
I et interview med PC Gamer fortæller Obsidian Feargus Urquhart, at Avowed i dag fokuserer på at fortælle "more confined stories".
"Originally we were pitching, in essence, our Skyrim. I think over time, as we worked on it... Bethesda makes an awesome Skyrim. Mojang makes an awesome Minecraft, and Turn10 makes awesome racing games. What we do is make our awesome RPGs, right? That's when we backed up and said again: What are we good at? What's our lane? Outer Worlds is the greatest, latest example of that, and even Pillars. Pillars is less linear than Outer Worlds, but it's still a game that has you go through a story. And [Pillars of Eternity] 2 was even less linear, but still, again, you have this core story as you're going."
"We could go off and create an 8km x 8km open world and then deal with all the consequences - because that makes it a different style game. But we want to tell more confined stories that the player can experience with their companions, and then move from part of the world to part of the world. And, as I said, in the end, that's us."
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