Obsidian Entertainment’s upcoming RPG Avowed throws out the traditional class system. Instead, the developer uses a freeform approach where players forge their own paths without set classes. This classless design wants to emphasize experimentation and adaptation. Obsidian Entertainment’s idea is to make sure there’s no single perfect build (or meta) to dominate the world of Avowed.
During an interview with GamesRadar, the gameplay director Gabe Paramo said the dual-wielding mechanic in Avowed is at the heart of this philosophy. Weapons and tools can be mixed and matched, from sword-and-shield combos to pistols and wands. This opens up many combat options and playstyles, encouraging players to discover what suits them best.
“We want to give the player the freedom with the dual wielding system. You know, with combinations – or ‘combinatorics’ as I call it; people make fun of me for using this term. It’s being able to put a pistol in my right hand and a shield in my offhand. I’m blocking and I’m firing. It’s the choice and consequence with things like, I’m using a dagger that’s quick and it’s more silent, and I’m using a pistol that’s loud and has a little bit of a reload recovery time on it. It’s giving the players these tools that let them sort of choose okay, ‘what do I want to do here?’ And there’s pros and cons to all the choices that I make and there is no one perfect build, there’s gonna be, again, choice and consequence for what you kit out with your character.”
Gabe Paramo
This reminds me of The Elder Scrolls Skyrim’s version of a classless system, which many hardcore fans of the series did not like. This may be Obsidian’s way of opening their games to people outside their regular fanbase. To remove any potential feelings of being locked into an unsuitable build, Avowed offers respecing at any time. Players can experiment and change their character as they progress, embracing new combat strategies or playing entirely different roles.
Avowed wants to make sure the freeform idea goes beyond combat as well. Choices made throughout the game, both big and small, have tangible consequences. Players will face moral dilemmas and difficult decisions that shape the narrative and gameplay experience. The freedom to tailor your character’s skills and equipment directly influences how these choices play out, further reinforcing the sense of agency.
Environmental interaction also plays a role, with skills and equipment choices sometimes proving crucial for overcoming obstacles. For instance, fire magic might be necessary to melt ice barriers, while heavy weapons could be needed to break down sturdy doors.
Paramo says that Avowed’s world of Eora, set in the Pillars of Eternity series, might be unfamiliar to newcomers. However, he is sure that prior knowledge is not required to enjoy the game. While returning players may encounter familiar lore and characters, the narrative is designed to be accessible to all.