Obsidian Entertainment

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Obsidian Entertainment is an Irvine, California-based American video game developer focused on story-heavy role-playing games. Founded in June 2003 by former employees of the closed Black Isle Studios, the studio has produced acclaimed titles including *Fallout: New Vegas*, the *Pillars of Eternity* series, *The Outer Worlds*, and *Avowed*. It was acquired by Microsoft in November 2018 and integrated into Xbox Game Studios.

Key moments

  • June 2003Founded by ex-Black Isle Studios staff
  • 2004Released debut game *Star Wars: Knights of the Old Republic 2*
  • 2010Launched critically acclaimed *Fallout: New Vegas*
  • 2015Released crowdfunded breakout hit *Pillars of Eternity*
  • November 2018Acquired by Microsoft, joined Xbox Game Studios
  • 2025Released first-person RPG *Avowed* on Xbox and PC
  • February 2026PlayStation 5 version of *Avowed* announced for release

Obsidian Entertainment specializes in single-player, narrative-driven computer role-playing games with detailed worldbuilding. Its competitive landscape shifts before and after its 2018 Microsoft acquisition:

Pre-acquisition: As an independent studio, it competed against other third-party CRPG developers, creating both licensed spin-offs and original IP. Post-acquisition: As a first-party Xbox Game Studios developer, its titles are primarily exclusive to Xbox consoles and Windows PC at launch, aligning its output with Microsoft's ecosystem strategy.

Key competitors across both eras include:

  1. BioWare: Maker of Dragon Age and Mass Effect, with a similar CRPG focus (though recent shifts toward live-service titles)
  2. Bethesda Game Studios: Parent studio of the Fallout and Elder Scrolls franchises, for which Obsidian developed Fallout: New Vegas
  3. Larian Studios: Developer of Baldur's Gate 3 and Divinity: Original Sin, a direct rival in traditional CRPG gameplay
  4. CD Projekt Red: Known for high-budget open-world story games like The Witcher 3
  5. InXile Entertainment: Fellow Microsoft-acquired studio focused on post-apocalyptic CRPGs
  • Focuses on narrative-heavy CRPGs with deep, immersive worldbuilding
  • Created both licensed properties (e.g., *Fallout: New Vegas*) and original IP (e.g., *Pillars of Eternity*)
  • Post-2018 acquisition makes it a first-party Xbox studio, changing release exclusivity models
  • Core competitors span independent and major studio CRPG developers

Obsidian Entertainment is a highly regarded niche brand in the global video game industry, with a reputation built on decades of expertise in crafting story-heavy, narrative-driven computer role-playing games (CRPGs). Born from the legacy of the pioneering CRPG studio Black Isle Studios, Obsidian cultivated a loyal, passionate fan base of core RPG enthusiasts during its years as an independent developer, before joining the Xbox Game Studios portfolio under Microsoft in 2018. Its consistent track record of delivering critically acclaimed titles has cemented its standing as a leading developer for premium single-player RPG experiences, distinguishing it from larger studios that often prioritize live-service or mainstream multiplayer content.

Post-acquisition, Obsidian has gained access to substantial financial resources and global distribution through Microsoft's Xbox ecosystem, expanding its audience reach while retaining the creative autonomy that defines its brand identity. This alignment with growing consumer demand for deep, immersive single-player experiences has strengthened its position in a market that has increasingly trended toward ongoing service models in recent years. The brand's appeal is rooted in its commitment to detailed worldbuilding and player agency, core values that resonate strongly with its target audience.

Obsidian's unique position as a legacy-minded developer with the backing of a major technology corporation has allowed it to balance creative experimentation with stable production, further boosting its brand equity among both consumers and industry stakeholders. It remains a benchmark for quality in the CRPG segment, with each new release generating significant interest from gaming media and fans worldwide.

Brand leadership

Score: 82/100

Obsidian holds a clear leading position in the niche of narrative-driven traditional CRPGs, widely recognized as one of the top developers in this segment. Its portfolio of genre-defining titles including Fallout: New Vegas, Pillars of Eternity, and The Outer Worlds has set a benchmark for storytelling and worldbuilding, earning it widespread respect from both competitors and fans. As a first-party Xbox Game Studios developer, it has further solidified this leadership role as a key contributor to Microsoft's premium single-player game lineup.

Customer interaction

Score: 75/100

Obsidian maintains active, open engagement with its fan base through social media, developer diaries, community forums, and public events. Its early, successful crowdfunding campaign for the original Pillars of Eternity fostered deep, long-term connections with core RPG fans, and the studio continues to incorporate community feedback into post-launch updates and design decisions for new projects, building strong customer loyalty.

Brand momentum

Score: 85/100

Since its 2018 acquisition by Microsoft, Obsidian has experienced strong positive brand momentum, with larger production budgets and broader reach through Xbox Game Pass exposing its titles to a far larger audience than it reached during its independent era. Recent major releases like Avowed have generated significant consumer and media hype, and the studio has a pipeline of upcoming projects that continue to build anticipation for the brand among RPG fans.

Operational stability

Score: 90/100

As part of Xbox Game Studios under Microsoft, Obsidian benefits from strong, consistent financial backing that eliminates the cash flow uncertainty it faced as an independent studio. It has retained most of its core creative leadership since the acquisition, with low key staff turnover, allowing for steady, uninterrupted production of high-quality titles and a stable long-term brand trajectory.

Brand heritage

Score: 78/100

Founded in 2003, Obsidian has over 20 years of operating history in the game industry, enough time to build a strong legacy of quality. It also carries forward the brand heritage of Black Isle Studios, the pioneering CRPG studio that many of its founding employees came from, which extends its perceived brand heritage and resonance with long-time RPG fans beyond its own founding date.

Industry profile

Score: 80/100

Obsidian has an excellent industry profile, with its titles consistently earning critical acclaim and major video game award nominations. Its developers are regularly invited to speak at top industry events about narrative design and RPG development, and the studio is frequently cited as a successful example of an independent studio that retained its creative identity after corporate acquisition, earning it widespread respect among industry peers and gaming media.

Global brand reach

Score: 70/100

While Obsidian is based in the United States and its core audience is concentrated in North America and Europe, its titles are localized into multiple languages and distributed globally via Xbox platforms and Steam. The global subscription reach of Xbox Game Pass has expanded its global footprint in recent years, but it remains less well-known in casual gaming markets in emerging regions compared to larger blockbuster-focused first-party studios, limiting its full global penetration.

Artificial intelligence can support structured brand value reasoning by analyzing public perception, market position, and historical performance of a brand, but any calculated brand value figures for Obsidian Entertainment are purely illustrative. For a formally audited, official brand valuation for Obsidian Entertainment, please contact the World Brand Lab directly.

Obsidian Entertainment, Inc. is an American video game developer based in Irvine, California and part of Xbox Game Studios. It was founded in June 2003, shortly before the closure of Black Isle Studios, by ex-Black Isle employees Feargus Urquhart, Chris Avellone, Chris Parker, Darren Monahan, and Chris Jones.

Although it has created original intellectual property, many of its games are sequels based on licensed properties. Early projects included Star Wars: Knights of the Old Republic II: The Sith Lords and Neverwinter Nights 2, both sequels to BioWare-developed games. The team then developed its first original game, Alpha Protocol, in 2010. Other notable works from Obsidian include Fallout: New Vegas, Dungeon Siege III, and South Park: The Stick of Truth, all of which are also licensed properties.

Throughout the studio's history, many projects—including Futureblight, Dwarfs, Aliens: Crucible, and Stormlands—were canceled. Due to having so many projects canceled, the company entered a severe financial crisis in 2012. As a result, Obsidian decided to crowdfund its next game, Pillars of Eternity, a role-playing game played from an isometric perspective, which ultimately became a success and saved the studio from closure. The team's focus then changed from developing licensed titles to creating original games based on the studio's own intellectual property, including a sequel to Pillars of Eternity and The Outer Worlds.

In November 2018, Obsidian Entertainment was acquired by Microsoft and became part of Microsoft Studios (now known as Xbox Game Studios). Under Microsoft, the company continued to work on triple-A role-playing games Avowed and The Outer Worlds 2, and started developing games that are smaller in scope, such as Pentiment, Grounded, and its sequel.

History

2003: Founding

Obsidian Entertainment was founded by Feargus Urquhart, Chris Avellone, Chris Parker, Darren Monahan and Chris Jones on June 12, 2003.[3][4] Prior to the establishment of Obsidian, they worked for Interplay Entertainment's subsidiary Black Isle Studios. At Black Isle they created several role-playing games including Icewind Dale, Planescape: Torment, and Fallout 2, and collaborated with BioWare on Neverwinter Nights, Baldur's Gate, and Baldur's Gate II. Most of these games were critically and commercially successful, but Interplay's financial situation was poor and the studio lost its license to produce Dungeons & Dragons-based games.[5] This led to the cancellation of Baldur's Gate III: The Black Hound.[6] Urquhart and most of the staff members were dissatisfied and frustrated with the cancellation, as the game had already been under development for a year and a half. Urquhart became convinced that staying at Black Isle was no longer a "viable option" for the team, and decided to leave the company. He was in his early thirties at the time, and thought that if he did not start a new company soon, he might become too old to do so.[7] Urquhart officially left Interplay in 2003 with Avellone, Parker, Monahan, and Jones, and founded Obsidian Entertainment with them the same year.[8]

At the time of the company's establishment there were seven employees, including the company's five founders. Parker, Urquhart, and Monahan invested $100,000 to $125,000 into their newly founded company.[5] When choosing the name of the company, they had prepared a short list of names for them to choose. The list included "Scorched Earth" and "Three Clown Software". The team eventually chose "Obsidian Entertainment", which they thought was strong, memorable, and felt similar to name of their old studio, Black Isle.[9]

Upon its establishment, the studio needed more capital in order to keep its operation running, and thus needed to gain support from publishers. They approached Electronic Arts, but it did not result in a project. The studio also contacted Ubisoft looking to make a Might & Magic game, but Ubisoft instead ended up contracting with Arkane Studios on that project, which became Dark Messiah of Might & Magic. Obsidian pitched a game to Take-Two Interactive called Futureblight, which was described as a Fallout-style game powered by the Neverwinter Nights engine. Similar to the EA and Ubisoft projects, Futureblight was never made.[7]

Late 2003–2008: Sequels to BioWare games

Towards the end of 2003, the team was contacted by LucasArts president Simon Jeffrey, who requested that Obsidian make an action role-playing game set in the Star Wars universe. The team suggested a game concept which featured first-person lightsaber melee combat and that included established characters like R2-D2. Their idea was rejected, and Jeffrey instead asked Obsidian to create a follow-up to the BioWare-developed Star Wars: Knights of the Old Republic, as the team at Obsidian was familiar with the technology that the original game used.[7] The partnership between the two companies finalized in late 2003, and development of the game, which became Star Wars Knights of the Old Republic II: The Sith Lords, began in October 2003.[10] Obsidian was given 15 months to develop The Sith Lords. Originally set for a holiday 2004 release, LucasArts gave the studio an extension into 2005, before shifting the release date back to holiday 2004 following the Electronic Entertainment Expo.[10] While LucasArts did dispatch members of its own staff to help get the game out on time,[11] a number of features wound up being cut due to time constraints. Due to the moved deadline, Obsidian also did not have enough time to polish the game, and The Sith Lords suffered from crashes and other technical issues.[7][12] Despite its issues, The Sith Lords was released to positive critical reception.[7] The cut features were eventually restored by modders, who began their effort in 2009 and finished in 2012.[13]

From the beginning, the studio's goal was to be able to develop multiple projects simultaneously, and the decision led the company to expand very quickly.[5] Soon after the development of The Sith Lords began, the team expanded to 20 employees. As of July 2004, it had expanded to 27, with 18 from Black Isle, and others from Blizzard Entertainment, Electronic Arts, Taldren, Totally Games, Treyarch, and Troika.[14]

Prior to the launch of The Sith Lords, Obsidian was approached by Atari. Atari acquired the license to produce Dungeons & Dragons-based games, and wanted Obsidian to create a sequel to Neverwinter Nights, which became Neverwinter Nights 2. Development of the game began in July 2005 with a team of ten people.[13][15][16] The development of the game was headed by Monahan and Avellone. Obsidian became the game's lead developer, while Neverwinter Nights creator BioWare provided technical assistance.[17] While it was developing the game, the team's size grew to about 50 people.[5] The team were given sufficient time for the game's development, and Atari was willing to delay the project's targeted release window from Christmas 2005 to October 31, 2006.[15] Neverwinter Nights 2 received a generally positive critical reception.[18] Two expansions, Mask of the Betrayer and Storm of Zehir, were released in 2007 and 2008.[19][20]

During Neverwinter Nights 2's development, the team approached other publishers to work on additional projects. Disney Interactive Studios commissioned Obsidian to develop a prequel to Snow White and the Seven Dwarves called Dwarfs, which was set to be a third-person action game for the PlayStation 3 and Xbox 360. Work began in 2005, and the team developed a prototype and was a year into development when Bob Iger replaced Michael Eisner as CEO of The Walt Disney Company. As CEO, Iger led Disney to head in a completely different direction, which made the Snow White franchise "untouchable" and resulted in the cancellation of the project. According to Urquhart, the team loved the game and its cancellation was a "heartbreaking" experience for them.[7]

2009–2014: Alpha Protocol and licensed properties

With the development of Neverwinter Nights 2 coming to an end, Obsidian was contacted by three different publishers. Electronic Arts wanted Obsidian to develop a role-playing game to compete with The Elder Scrolls IV: Oblivion, and another publisher was also interested in having Obsidian develop a fantasy RPG.[7] The third publisher was Sega, who wanted the studio to develop an action role-playing game set within the Alien franchise. The game, titled Aliens: Crucible, was to feature base-building, dialogue choices, and character customization.[21] In February 2009, Obsidian sent a prototype to Sega. Sega decided to cancel the game three weeks later without inspecting the demo.[7] The cancellation was officially confirmed in June of that year.[22] At around the same time, Atari again approached Obsidian, this time to revive Baldur's Gate III.[23] Obsidian requested a large budget, which Atari could not afford, and the deal between the two companies fell apart when Atari Europe was sold to Namco Bandai Games.[24]

Despite the cancellation of Aliens: Crucible, Sega was still interested in working with Obsidian to develop another project. Instead of developing a sequel, it was asked to develop a role-playing game based on a new intellectual property. The team came up with an idea of a "spy RPG".[25] Sega approved the idea and decided to help with the game's funding and serve as its publisher. The game would go on to become Alpha Protocol. The game's development was troubled; the team did not have a precise vision for Alpha Protocol and struggled to settle on what gameplay elements to include and what the target audience should be. As a result, it suffered from an identity crisis and featured elements from multiple genres.[26] Sega, for its part, was also unable to make decisions quickly and the publisher cut features from the game after their completion. This resulted in numerous delays and excessively long production time; Alpha Protocol took four years to develop. It was finally released in June 2010.[7]

Their first original game, Alpha Protocol received mostly mixed reviews from critics. It was also a commercial failure for Sega, which led to their decision to put any plans for a sequel on hold.[27] After the game's launch, Urquhart admitted that there was still room for improvements.[28] Even though the game was a commercial failure, it was well received by the community, which has often demanded that Obsidian make a sequel. Urquhart responded by saying that the team hoped that it can develop Alpha Protocol 2, and "do better" with it.[29] Avellone later added that it was unable to develop a sequel because the rights to the game were owned by Sega and crowdfunding would not be a suitable option.[30]

On February 11, 2010, Red Eagle Games and Obsidian announced that they would co-develop one or more games based on The Wheel of Time fantasy novel series by Robert Jordan.[31] On April 25, 2014, however, Urquhart told Computer & Video Games that the agreement between the companies had dissolved after Red Eagle had failed to secure the necessary funding.[32]

At the same time that Alpha Protocol was in development, Obsidian was also working on Fallout: New Vegas. Prior to working on New Vegas, it was contacted by Bethesda Softworks about developing a Star Trek game, but the idea never gained traction. After Bethesda released Fallout 3 and began to shift its own focus back towards its Elder Scrolls series, it approached Obsidian with the idea of having the latter studio develop another game in the Fallout series, as several of Obsidian's founders had worked on the franchise while at Black Isle. In developing New Vegas, Obsidian looked at fan requests, which led to New Vegas giving a more prominent role to the in-game factions. When the concept was pitched to Bethesda, it was immediately approved. The development of New Vegas began soon after the cancellation of Aliens: Crucible, and it was released in October 2010.[7] It received generally positive reviews, with some critics saying that the game's quality exceeded that of the critically acclaimed Fallout 3.[7]

As was the case with The Sith Lords, the development team did not thoroughly assess New Vegas for bugs and glitches before it was released. Some players were unable to play the game due to constant crashes.[33] These problems were later patched and fixed. Obsidian considered New Vegas to be a learning experience; it was the studio's first AAA game, and it taught the studio how to manage quality assurance.[7] Between The Sith Lords and New Vegas, Obsidian had built a reputation for creating games with technical problems.[7][12] The team was determined to change this with future titles, and made improvements to their bug-tracking system,[7] These improvements were applied to the studio's next project, Dungeon Siege III, a sequel to the Gas Powered Games-developed Dungeon Siege,[34] published by Square Enix.[35] The game received mixed reviews upon release in 2011, but it enjoyed a stable launch.[7] Dungeon Siege III was the first game to use Obsidian's own in-house Onyx engine.[36]

In 2011, the company began working on a third-person open world game named "Stormlands". It was rumored that the game was being produced for the then-unannounced successor to the Xbox 360. The title was ultimately canceled in 2012 by its publisher, Microsoft Studios, causing Obsidian to lay off between 20 and 30 people.[7][37][38] Obsidian then transformed Stormlands into another game title called Fallen and then pitched it to other publishers including 2K Games and Ubisoft. Despite hearing no response from them, Fallen became the foundation for one of Obsidian's future games, Tyranny.[39]

In October 2009, Obsidian was contacted by South Park Digital Studios to develop a game set within the South Park universe.[40] The team originally thought the phone call from South Park Digital Studios was a prank carried out by another company located in the same building.[41] Obsidian met with South Park's creators, Matt Stone and Trey Parker, with the two parties agreeing that it was critical that the game share the television show's construction paper-like visual aesthetic. Funding was originally provided by Viacom, the parent company of the television channel that South Park is broadcast on. In 2011, Viacom decided to let the video game publisher THQ take over as the game's publisher.[7] Shortly after THQ took over, they entered into a financial crisis, eventually going bankrupt in late 2011. With THQ unable to continue its publishing and funding roles, an auction was held for other publishers to acquire their titles. Obsidian was worried that if the project was canceled, they too would face severe financial difficulties. Eventually Ubisoft acquired the game,[42] which was released as South Park: The Stick of Truth in March 2014.[43] In mid 2014, the studio announced Armored Warfare, a tank game developed for My.com. It launched in open beta during 2015.[44]

Obsidian has also maintained a friendly relationship with inXile Entertainment. Like Obsidian, inXile was founded by former employees of Interplay Entertainment. The two companies signed an agreement to share their technology with each other.[45] Obsidian assisted in the development of inXile's Wasteland 2 after its Kickstarter campaign raised $2.1 million,[46] Wasteland 2 was released in late 2014 and received generally positive reviews upon release.[47]

2014–2018: Financial troubles and Pillars of Eternity

While the studio managed to complete South Park: The Stick of Truth, the company faced a precarious financial position. The studio received only a small "kill fee" for its work on an unannounced game, codenamed North Carolina.[7] They also lost their bonus for Fallout: New Vegas, as the game failed to meet Bethesda's standard—an aggregate review score of 85 at Metacritic—by 1 point.[48] The team lacked sufficient resources to keep the company's operation running. According to Adam Brennecke, an executive producer at Obsidian, if it failed to pitch a project to a publisher in time it would have exhausted its money and gone bankrupt.[49] At that time, the crowdfunding platform Kickstarter was growing popular and Josh Sawyer, creative director of New Vegas, proposed that the studio put its canceled game on Kickstarter and attempt to secure funding for it there. Some team members were skeptical about the idea and feared that they may not even be able to raise $100,000 through the platform. The question of whether to pursue a Kickstarter campaign led to numerous debates between key members of the company. The debates ended when Double Fine Adventure's campaign launched and saw huge success.[50]

Secure in the belief that Kickstarter was a viable funding option, the team decided to use it to fund the development of a game it wanted to make for a very long time: a spiritual successor to Baldur's Gate. The Kickstarter campaign for Pillars of Eternity was launched in September 2012 under the working name "Project Eternity", with Obsidian requesting $1.1 million.[51] The studio approached Kickstarter with the mindset that if its campaign was successful the game could eventually be turned into a franchise, while if it was unsuccessful, it would attempt to refine its ideas and try again with another campaign.[52]

Obsidian's campaign was hugely successful, raising $4 million and breaking the record set by Double Fine Adventure.[53] Pillars of Eternity was released in March 2015 to a positive critical reception.[54] Paradox Interactive served as the game's publisher.[55] Obsidian planned an expansion pack, called The White March.[56] It was divided into two different parts, one of which was released on August 25, 2015,[57] and the other on February 16, 2016.[58] A board game for Pillars of Eternity titled Pillars of Eternity: Lords of the Eastern Reach was announced on May 19, 2015. It was developed by Zero Radius Games with input provided by Obsidian. Like the main game, it was funded through a Kickstarter campaign, and it reached its funding goal within a day.[59]

In June 2015, studio co-founder Chris Avellone announced his departure from Obsidian.[60] In August 2015, Obsidian partnered with inXile and Double Fine to launch a new funding website named Fig, with Urquhart serving as a member of the company's advising board.[61] The new platform's aim is to offer "equity crowdfunding", and it will only focus exclusively on video game-related projects.[62] Obsidian is set to use Fig as its future crowdfunding platform.[63]

It was announced in July 2015 that the company was working on the localization for Skyforge.[64] On August 13, 2014, Obsidian announced that it had licensed the Pathfinder Roleplaying Game to make electronic games, starting with a tablet adaptation of it, which was released for iOS and Android devices in April 2016, with releases for other platforms to be announced.[65] Paizo CEO Lisa Stevens also confirmed plans for an Obsidian-developed computer role-playing game.[66] Urquhart had stated a desire to collaborate with BioWare again on a new Star Wars game. After the release of New Vegas, there is also a desire to work on another Fallout game.[67][68][69]

On March 15, 2016, Obsidian announced its new project called Tyranny, an isometric RPG set in a world where evil has already won. The game was announced for release in 2016 on Microsoft Windows, Mac and Linux, and was published by Paradox Interactive.[70] The game was originally called Fury, whose concept was created in 2006, and is set in "a world that had been laid waste by a magical apocalypse". The concept later became Defiance, whose concept is similar to that of Tyranny. Defiance, along with ideas of Obsidian's other projects later became Stormlands. As Stormlands was canceled, the company reconsidered the original idea of Defiance to make Tyranny.[71] In April 2016, Leonard Boyarsky joined Obsidian, becoming the second Troika Games co-founder to work for the company.[72]

On January 27, 2017, Obsidian announced Pillars of Eternity II: Deadfire and launched a crowdfunding campaign on Fig to raise additional development funds. The project achieved its funding goal in less than a day, and was released in May 2018.[73] In February 2017, it was announced that Obsidian were leaving the development of Armored Warfare in the hands of the game's publisher to finish the project.[74][75]

2018–present: Microsoft acquisition

On November 10, 2018, it was announced that the studio had been acquired by Microsoft and would become a part of its Microsoft Studios division.[76] Following the announcement of the acquisition, during The Game Awards ceremony in December 2018, Obsidian announced a new intellectual property named The Outer Worlds, an action role-playing game set in an alternate future in which megacorporations began colonizing and terraforming alien planets. When Feargus Urquhart was asked, how many of the same people who worked on Fallout: New Vegas worked on The Outer worlds, he replied with 20%, and when asked the same about the original Fallout games, he replied with 2%. The game was released on October 25, 2019, for Microsoft Windows, PlayStation 4, and Xbox One, and a version for Nintendo Switch released on June 5, 2020. In November 2019, Obsidian announced its next game, titled Grounded, describing it as a "survival adventure where you're the size of an ant".[77] On July 23, 2020, at the Xbox Games Showcase, Obsidian Entertainment revealed a brand new role-playing game called Avowed was currently in development for Microsoft Windows and Xbox Series X.[78] In 2021, another unannounced open-world project for PC and console was also found to be in development through a technical artist job posting on the company's website,[79] which was later revealed to be The Outer Worlds 2 during the Xbox + Bethesda E3 2021 showcase.[80]

In 2022, Obsidian revealed Pentiment, a narrative adventure game for Microsoft Windows, Xbox Series X/S and Xbox One with a November 2022 release window.[81] The game director is Josh Sawyer, the game director of Fallout: New Vegas.

Philosophy

Obsidian built its reputation making sequels in well-established franchises including Star Wars: Knights of the Old Republic, Neverwinter Nights, Fallout, South Park, and Dungeon Siege. Urquhart has stated that the company is fine with developing sequels, as they are often fun to make since the studio can "get to go play in someone else's world" and further explore and expand upon the original games' ideas.[82] The studio also believes that such licensed projects are easier to develop.[83] Obsidian considered the making of these sequels as stepping stones towards eventually making original games based on its own intellectual property.[82] The studio's focus did later shift towards developing their own games, which allowed Obsidian to maximize their creative freedom and escape the constraints imposed by publishers.[84] The studio has used the crowdfunding platform Kickstarter as an indicator to see whether a game or genre is popular or not.

As an independent company prior to their 2018 acquisition by Microsoft, Obsidian believed that they must act and react quickly to market changes and not stagnate on any certain point. While the core focus of Obsidian was still developing character-driven role-playing games, the team were willing to try out projects that are smaller and are in different genres. The decision to develop Armored Warfare was one result of this strategy.[85]

A dungeon crawler game based on the story of the company's five founders was made. The game was housed in an arcade cabinet inside Obsidian.[86]

Games

Cancelled

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