Outer Choices

The Outer Worlds is not a sprawling game. Its planets and other areas are relatively compact, with the objectives of each place being quite clear. The game doesn’t have a laundry list of side quests to complete. Even the weaponry and armor available to you are limited when compared to games like Assassin’s Creed: Oddysey and Metal Gear Solid V. The world is cool but it’s hardly brimming with stuff to do like in Mass Effect: Andromeda and Shadow of Mordor. You’re not liable to come across a band of roving marauders; in fact, exploration in The Outer Worlds is often quite peaceful and without the need for violence.

I say all this as a preface to the following: what The Outer Worlds lacks in breadth it makes up for several times over in depth. Sure, there’s not that much to do, but the ways that you can go about doing it are legion.

Recently, my character, Jimbo the Himbo, a gentleman who is all charm and people skills with minimal intelligence, was hired to take over an abandoned space station. While onboard, we were hailed by a local agency and threatened with boarding. Taking advantage of our great charisma, we bluffed our way through the conversation, convincing the others that we were about to arm the self-destruct. So persuasive were we that we scared off the approaching gunship and were able to go about our way undisturbed.

It’s a small example of the sort of shenanigans you can get away with in The Outer Worlds. There are several times when I’ve used skills like Persuade and Lie to avoid combat or find a different solution to a problem. There’s no one way to do a thing, and I keep wondering how else I could do something and to what effect. But also, in many ways, The Outer Worlds is a game that comes close to realizing the potential of digital RPGs.

The RPG genre grew out of tabletop role-playing games, with early RPGs like Ultima and Wizardry borrowing huge swaths of cloth from the likes of Dungeons and Dragons. As the genre evolved, it grew less reliant on its tabletop forerunners and has long since grown into its own. There’s still that inkling of what makes tabletop so great, though, the ability to make your own character and run off on your own adventure, doing what you will.

In other words: player agency. Player choice in table top RPGs is almost unlimited, bound only by your imagination and the patience of your Game Master. Any problem thrown in your path can be solved by a plethora of ways, and the players can craft their own narrative as they do so. Perhaps the party are a shoot first ask questions later sort of group, or maybe they’re the sorts who like to turn enemies into friends. Either is possible, if the dice are in your favor.

With digital RPGs, there is the potential for what only exists in one’s imagination to be fully realized on screen. Furthermore, you don’t need a Game Master to run it for you: the computer does all the work. Of course, there is the limit of what is possible to code and write, and since we’re yet to be able to create a procedurally generated AI Game Master, digital RPGs are inherently limited.

Which is definitely why The Outer Worlds’ small scale works for it. By focusing in on a relatively smaller world and adventure, the game does more with less. Sure, there are only so many different quests you can do, but look at all the ways you can do it!

I’m not sure how much longer I have with Jimbo the Himbo on his current adventure, but I’m already looking forwars to playing the game again, with a different character who’s short on charm but proficient in other areas (I wonder what would happen if I couldn’t talk down that gunship earlier). This room for choice — and the unknown —is part of what makes The Outer Worlds so engrossing. I know that events are playing out because of the choices I’m making, and I can’t wait to see what happens when I make different ones.

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