Creator / Obsidian Entertainment

Obsidian Entertainment is a 2003-established game development company. They focus mostly on RPG's, and are famous for their writing, interactivity with the game world, and ambitious projects. Following long-standing disagreements with Black Isle Studios, its parent company Interplay laid off most of its staff. Most of the former Black Isle developers, including its founder Feargus Urquhart and writer/designer Chris Avellone, moved on to found a new game development company. Which leads us to here.

Since then, Obsidian has formed strangely fond relations with fellow RPG company BioWare, to the point that its first two titles were sequels to BioWare games using modified versions of the originals' Aurora engine. This happened because by that point BioWare switched from producing licensed games based on established franchises (Neverwinter Nights and Knights of the Old Republic) to their own original universes, and in the case of KOTOR, recommended Obsidian to LucasArts as an alternate developer for the sequel.

So far, Obsidian's games have generally been fan favorites. They include deep and thought-provoking storylines on the level of the former Black Isle titles... and very buggy programming, usually requiring several patches to rectify (or in some cases, fan-created mods). Though most games are fairly bug-free with the final patch installed. This earned them the nickname "Bugsidian".

One thing to note about Obsidian is their business model. Obsidian is hired by publishers for fixed amounts of money, rather than being an internal studio or making a game then looking for a publisher to publish it. This results in Obsidian not bearing the financial cost or gain of the failure/success of any game they make beyond reputation or future deals. This mercenary model is responsible for their buggy reputation, as the release schedule or budget is not as extendable once the deal is made. In some instances, Obsidian had their QA budget cut by publishers. This came back to bite them in the ass with Fallout: New Vegas; their contract with Bethesda specified a tiered bonus based upon the game's Metacritic score. They missed the bonus by one point. They have since decided to get serious about QA work; in an interview with Kotaku, CEO Feargus Urquhart said, "We as a company got into a big room and we said, 'We are not gonna make buggy games anymore.'"

On August 22, 2012, Interplay revived the old Black Isle brand, but the announcement had little to no impact on Obsidian.

In October 2012, they greenlit Pillars of Eternity, a Kickstarted project that will be free of Executive Meddling (by publishers, at least). Released in early 2015, PoE became the best-rated game in the studio's history (rivaled only by Mask of the Betrayer), pleasing the fans and the critics alike.

See also Troika Games and inXile Entertainment, two other studios formed by former Interplay employees who left at different times. Compare and contrast BioWare.

Games developed by Obsidian:

In production:

List of tropes persistent in Black Isle/Obsidian RPGs:

  • Anti-Villain: Many of their villains, though not all of them, are portrayed sympathetically even as it's clearly laid out why they must be stopped. This includes Kreia from Knights of the Old Republic II, Ammon Jerro in Neverwinter Nights 2, Akachi (posthumously) in Mask of the Betrayer, and Benny in Fallout: New Vegas.
  • Author Avatar: Chris Avellone has admitted he often used Kreia to point out things that bugged him about the Star Wars universe. The same has been said for Ulysses of the Fallout setting.
  • Author Tract: Their games penned by Avellone tend to have recurring themes that are strongly emphasized throughout their stories, including:
    • There's no such thing as clear cut good and clear cut evil. Even the most heinous sounding acts can be rationalized as a Necessary Evil, and even the most well intentioned of acts can have disastrous, unforeseen consequences. This theme is especially prevalent in Knights of the Old Republic II, which mercilessly deconstructs the archtypical Black and White Morality of the Star Wars franchise, and Neverwinter Nights 2, which reveals that the Eldritch Abomination Big Bad is a genuinely noble man who just wants to protect the empire he swore to serve, and whose powers have made it so he literally is unable to understand that said empire is long dead.
    • Romances formed during times of war or other such crises are inherently unhealthy, dysfunctional, and more often than not end in pain. Examples include Neverwinter Nights 2, where the primary love interests are a borderline-Stalker With a Crush and a jaded, cynical Knight in Sour Armor.
    • Things don't just magically get better once the Big Bad is defeated and all their evil plans have been thwarted. More often than not, the villains actions leave heavy scars upon the land and its people that, despite the heroes best efforts, will take years, if not decades, to fully heal, if they even heal at all. Knights of the Old Republic II, Alpha Protocol and Pillars of Eternity all make heavy use of this.
    • Just because the protagonists are in the same party does not mean they have to get along. Each party member in an Obsidian game has their own specific beliefs, viewpoints and morals, and if one party member's beliefs clashes with another's, they will come to blows over it.
  • Armor-Piercing Question: Have several good ones from many games. The best one is probably "What can change the nature of a man?" from Planescape: Torment, although "Who are you, that do not know your history?" and "Apathy is death"note  are really good mind twisters.
  • The Artifact: The "influence" system used in most of their games was part of the Exile's special bonding ability in Knights of the Old Republic II. The system still works without the story connection, though.
  • Black Humor: The jewel in their crown is either Torment or New Vegas. Both allow the main character to joke - repeatedly - about being technically dead, and that's just the start. Pillars has a moment or ten, as well.
  • But Thou Must!: Alpha Protocol in particular was an attempt to subvert this. Obsidian has actually discussed this trope in a panel titled "But Thou Must" after the original trope namer, which got to the point where they made a drinking game of the word "Choice".
  • Corrupt Corporate Executive: The entire management team of Czerka Corporation, and Leland in Alpha Protocol.
  • Darker and Edgier: Most of their games (except perhaps Alpha Protocol as it isn't a sequel to anything but still plays Spy Fiction as a pretty dark and gritty martini) can be considered this. This is most notable in Knights of the Old Republic II, which is not only much darker and grittier than its predecessor, but also more than the majority of the Star Wars Expanded Universe (and that's saying something). One possible exception that is a sequel is Storm of Zehir, which is essentially a Lighter and Fluffier version of Neverwinter Nights 2.
  • Dark Is Not Evil: Even Star Wars-based Knights of the Old Republic II has elements of this, alongside Light Is Not Good.
  • Deadpan Snarker: One of Obsidian's favored dialogue models.
  • Deconstruction
  • Dialogue Tree: Used liberally, and in many games the choices you are given become a game in their own right.
  • Evil Is Petty: Obsidian is often credited with averting or outright inverting this trope, whereas moral options in many RPGs play this straight. An exception is Neverwinter Nights 2, which is usually seen as playing this trope all too straight comparatively.
  • Game-Breaking Bug: Before Pillars of Eternity, this was pretty much universal in the initial release of a game, though in many cases these bugs are patched later on after development. Neverwinter Nights 2, arguably one of their worst games so far as this is concerned, is (as of the most recent patch) pretty stable.
    • This was apparently a result of using 1990s-era QA on more modern and complicated projects, down to the point that Obsidian was using pen and paper bug tracking as late as the early 2010s.
  • Gameplay and Story Integration: In Knights of the Old Republic II, your ability to influence your companions and swing their alignment is explained via an uncommon Force ability. In Neverwinter Nights 2, the reason monsters are constantly after you and the way in which you progress as a character is explained via a MacGuffin. In Mask of the Betrayer, a specific game mechanic plays an important role in the story. In Fallout: New Vegas, you have the option of playing the so-called "Hardcore Mode," which incorporates your need to eat, drink, and sleep into game mechanics as well as the fact that certain statistics can lead to other options in dialogue.
  • Gray and Grey Morality: The exact grayness of a particular game's morality is variable, but generally Obsidian stays pretty close to this trope. Villains will usually have sympathetic or at least understandable motives and goals, heroes are frequently ruthless or given to vices or pettiness, and moral choices are sometimes pretty murky. This isn't to say that they don't present clear villains (because they do), but their character-centric writing means that these villains have understandable motivations and are often not entirely wrong.
  • Guile Hero: Obsidian does its best to allow you to play one if you so choose. Alpha Protocol, its only standalone game, and Fallout: New Vegas (which is part of a franchise that it effectively started) play this the straightest, allowing you to complete near-perfect Pacifist Runs and solve almost every problem through stealth or diplomacy as well as force.
  • Heroic Comedic Sociopath: Steven Heck in Alpha Protocol.
  • Joisey: Project New Jersey (AKA "Seven Dwarfs", a fantasy game using Unreal Engine 3) was canceled.
  • Karma Meter: Present in every Obsidian game except for Alpha Protocol and Tyranny, but it's actually very rarely used in a way that matters. Instead, Obsidian seems to much prefer the various variations of its "influence" meter, a mechanic that is omnipresent in their games and codified by them and which often fulfils a similar purpose story-wise that the Karma Meter does in other RPGs. Rather than adhering to some arbitrary moral standard, your actions affect the opinions of those with whom you interact. Certainly some will prefer kindness to cruelty, but others may applaud cunning manipulation, direct action, brutally efficient logic, verbal sparring matches, thoughtfulness, entertaining lies, or rapier wit.
    • Tellingly, of their three standalone (and therefore not burdened with a legacy Karma Meter from the setting or prior games in the series) games thus far, the only with something like a karma meter is Pillars of Eternity — which effectively merges it with their influence system by having it be several separate meters that explicitly count what you have a reputation for.
  • Light Is Not Good: Present in many of their games, but played surprisingly straight in The Sith Lords, which is set in the often black and white Star Wars universe.
  • Obvious Beta: Known for great games that need to be patched to hell and back. Fortunately, they seem to have broken this trend after Pillars of Eternity.
  • Optional Sexual Encounter: Notable in that Fallout: New Vegas, the only Obsidian RPG besides Storm of Zehir that lacks romance, plays this trope straightest.
  • Relationship Values: Obsidian's most significant contribution to RPG design is probably bringing these back into fashion.
  • Romance Sidequest: Present in most Obsidian games, but the company as a whole appears uncomfortable with the trope and outright avert it in Fallout: New Vegas. JE Sawyer (lead designer of said game) in particular has been quoted as having a rather derisive opinion of the subject. Chris Avellone, too, has stated that he finds love stories uninteresting/difficult to write (especially if they're traditional and cheerful) and prefers other forms of interpersonal interaction.
    • Despite all that, Sawyer and Avellone also said a romance was planned for New Vegas involving Cass where she and the Courier would get hammered and wake up in Vegas married by The King, but it was scrapped due to time.
  • Sliding Scale of Idealism vs. Cynicism: Pretty much all their games lean towards or are knee-deep in the latter. Although, some of them (especially Fallout: New Vegas) have a speck of optimism to them.
  • Sliding Scale Of Linearity Versus Openness: All over the map, although there's been a general trend over time towards the latter. Knights of the Old Republic II: The Sith Lords, Mask of the Betrayer, and Alpha Protocol are Type IV, Neverwinter Nights 2 is somewhere between Type III and Type IV, and both Storm of Zehir and Fallout: New Vegas are between Type V and Type VI, leaning toward the latter.
  • Tall, Dark, and Snarky: Atton in Knights of the Old Republic II: The Sith Lords, Sand in Neverwinter Nights 2, and potentially you in any of their games.
  • Talking the Monster to Death: An option in most of their games.
  • Teeth-Clenched Teamwork: If you have a party in any Obsidian game, they are very unlikely to get along. Not in a harmless, sibling-ish bickering way, either. They will genuinely despise each other - manipulating, tormenting, injuring, and murdering rivals if they can get away with it.
  • Video Game Caring Potential/Video Game Cruelty Potential: A key element of Obsidian's "influence" game mechanic.
  • "Where Are They Now?" Epilogue: Continuing their traditions from their Black Isle days, Obsidian likes doing a closing narration detailing what the choices you made during the game eventually entail for your companions and locations you visited on your journeys.

Alternative Title(s): Obsidian