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We're asking the man who led the development of Obsidian's latest RPG Tyranny why they made a game where it's good to be bad.

Bryant Francis, Senior Editor

December 2, 2016

1 Min Read

In case you missed it, Tyranny has turned out to be one of the most interesting games this year in terms of how player choice interacts with morality in decision-making. With no clear path to being “good” or “evil,” players are given far more opportunity to react to the demands of characters around them, and shape a path forged on relationships far more than an obvious moral grounding. 

A few days ago, we took a look at how the game’s choice system is able to do this, and today at 3PM EST, we’re going to talk to game director Brian Heins about the morality system, and why Obsidian decided to make an RPG around the fantasy of playing the villain. 

Be sure to tune in to ask questions, and subscribe to our Twitch channel for more regular developer interviews and gameplay commentary. 

About the Author(s)

Bryant Francis

Senior Editor, GameDeveloper.com

Bryant Francis is a writer, journalist, and narrative designer based in Boston, MA. He currently writes for Game Developer, a leading B2B publication for the video game industry. His credits include Proxy Studios' upcoming 4X strategy game Zephon and Amplitude Studio's 2017 game Endless Space 2.

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