Hvordan afbalancerer man tilgængelighed og strategisk dybde? Det er et af de helt store spørgsmål, og ofte et kritikpunkt rettet imod gængse AAA-titler. Men spil som eksempelvis Baldur's Gate III beviser at der er bred appel i dybe systemer, og det reflekterer instruktøren bag The Outer Worlds 2 over.
I et interview med Danny Pena siger instruktør Brandon Adler dette om tendensen:
"Players want deeper RPGs. I think a lot of time there's the thought just being in this industry for so long, being in RPGs for so long, it seems like in many cases we've tried to smooth down the rough edges and streamline things a little bit. And that's fine for some games, but also players just really want to be able to get in there. They want to just be able to get the crunchy number stuff, but also just make all the different types of builds they can. They want all of the RPG options that a lot of times we've been kind of slowly removing or streamlining and slimming down. So I think, again, that the big lesson from the first game to the second is let's give the players those options. Let's give them that stuff to interact with, and I think that they'll be appreciative of that."
Spørgsmålet er jo så netop om The Outer Worlds 2 kan levere på de løfter Adler stiller op her, om der er dybden og friheden.
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