Discover the Secrets Behind Avowed’s Unforgettable Companions!

In stories, companions offer diverse viewpoints, make the narrative feel real by presenting characters players can empathize with, and illuminate aspects of the world and lore that the player may not encounter directly. Obsidian has consistently excelled at creating impactful companions, and Avowed follows suit in this regard.

In a recent conversation with the team behind Avowed – including director Carrie Patel, narrative designers Paul Kirsch, Jay Turner, and Katie Tenney, lead area designer James Agay, QA engineer Lindsay Pimintel, and QA analyst Claire Nentarz – we delved into the topic of companions in the game.

Meeting Avowed’s Cast

Question: What was the main objective and guiding principle behind Avowed’s companions, seen from a higher viewpoint? How do they contribute to a player’s experience?

Companions in games often serve multiple roles. They help reflect aspects of the setting and represent different cultures or ideologies, providing players with a diverse perspective as they make decisions that affect various characters. Beyond this practical purpose, companions are unique individuals with their own desires and motivations that may not align with the player’s immediate objectives. This adds depth to the game, making it more engaging, colorful, sometimes even feisty, and occasionally challenging. Companions give players a reason to invest emotionally in the gameplay.

Could you elaborate a bit on the creative process behind each character when they were being written, and perhaps share the original concepts that led to their creation in the story where Kai is the first companion mentioned?

In our creation process, we aimed to display a variety of species, cultures, and character roles through our companions, which is why Kai was portrayed as a former Rauataian mercenary with a complex history, yet a touch of warmth hidden within. Lucien Soulban’s documentation was developed early on, setting the foundation for his emotional turmoil and remorse that ultimately fueled his personal journey. I focused on ensuring Kai’s past and life beyond the player’s party influenced his character development and commitment to the shared adventure with the player. His amiable demeanor and humor were incorporated into the narrative, serving both as a way to make him enjoyable company for players (especially during early gameplay when he is a frequent presence) and as a cover for his vulnerabilities. Brandon Keener did an exceptional job breathing life into Kai, not just in scenes of comradery among soldiers (a trait reminiscent of his performance as Garrus Vakarian in longtime RPG games), but also in his most raw, regret-filled moments.

Initially, Marius was envisioned as a hunter/warden with rogue skills, but the concept was expanded. We developed a character who excels in every aspect of his profession, yet struggles when venturing beyond his expertise. As his work often isolates him from society, he grows to prefer solitude over social interactions. Marius’ character development is deeply meaningful for me, and I hope players find him as intriguing and complex as I do.>

Kirsch: When I began creating Giatta, all I had set in stone were her origins and her job as an animancer, which involved supporting combat efforts. Everything else about her background and emotional journey was open for me to explore. As animancers are the soul’s scholars, I envisioned her exploring a mysterious plague that ravages the Living Lands, while also taking notice of the player’s intrigue and becoming curious about them. I enjoy when companions have a narrative that mirrors the player’s, so it was crucial for me to ensure that Giatta’s objectives aligned with this, although her motivation was driven by a deeply personal quest.

From the start, it was decided that Yatzli would embody the role of the Godless expert. To avoid making her a dull, academic stereotype, we drew inspiration from characters like Indiana Jones and Harley Quinn during the conceptualization phase. We even included pictures of Anjali Bhimani, Yatzli’s voice actor, as part of Yatzli’s moodboard! As the development progressed and Yatzli interacted more with Giatta and Fior mes Iverno, she evolved into the character we now recognize.

When I assumed her writing duties, I found myself inheriting an engaging character whom I was fond of, allowing me to emphasize aspects that appealed to me the most: her lively and playful demeanor; her tender bond with her companion; and the concept of the pieces of our identity we lose due to time’s relentless march. As a late bloomer who completed college later in life, I have always empathized with characters grappling with uncertainty even as they advance in age, and I look forward to readers joining me on Yatzli’s journey towards self-discovery!

Question: In what ways did these associates evolve during the development process? Which one underwent the most transformation from its initial idea, and in what specific ways did it change?

Turner: Over the course of development, Kai has undergone the most significant transformation among the companion designs, given that he was one of the first introduced and initially encountered by the player. As time progressed, his character became more expansive, benevolent, and intricate, evolving from his initial “The Tank” persona to his current role as a comrade-in-arms for the player.

In the initial stages of crafting the story, Marius’ character, plot role, and personal narrative were set in stone. However, as his development progressed, he gained more complexity. As we introduced the other characters, we brainstormed how they would interact, their shared concerns, etc. My primary challenge was to make Marius a witty but not annoying character, which became smoother once the other characters were present.

Tenney: Yatzli had a robust and well-defined character from the beginning. However, her role within the narrative evolved as it progressed. Although her individual journey was consistently tied to the Godless, her experiences beyond this personal tale underwent some modifications.

Initially, Yatzli was a well-defined and strong character. Throughout the story, her role changed, but her connection to the Godless remained constant. However, the adventures outside of her personal journey experienced alterations.

In the course of writing, I noticed that Giatta appeared somewhat detached and clinical, so I decided to give her a more spirited and rebellious personality towards authority figures, which suited her initial portrayal well. Additionally, I delved into her tragic past, where her parents died in a lab accident, leaving her with a sense of duty to complete their work and rectify any mistakes they made. As the story progressed, this aspect of Giatta’s character became increasingly significant. Even though she may not directly discuss it, her emotional turmoil and feelings of inadequacy are constant undercurrents.

What is the relationship dynamic between the companions, as it appears to me that Marius and Yatzli might be polar opposites in character, similar to fire and ice?

Turner: Marius is at a loss when it comes to Yatzli. She’s inquisitive, intrusive, sometimes inappropriate, and quick-thinking – traits that contrast sharply with Marius’ preference for solitude. Yet, if you overhear their conversations in camp, you might discover an unusual camaraderie developing between them (and some entertaining exchanges).

Marius and Kai have a long-standing friendship, having collaborated previously in Marius’ role as a wilderness guide. While Marius may not openly admit it, he holds Kai in high regard, despite the occasional loquaciousness and inquisitiveness of the warrior from Aumaua.

Marius and Giatta share an unspoken admiration for each other. Marius may not fully grasp the concepts of souls or spirituality, but he recognizes Giatta’s proficiency in these areas, which is enough for him. Similarly, Giatta perceives some deep-seated issues in Marius that she believes she could potentially assist with, yet she respects his boundaries and does not delve deeper than he seems comfortable with.

Tenney: Yatzli enjoys playfully prodding Marius, much like the friendly banter one might use when admiring a classmate. It appears she recognizes deeper qualities within him, and this playful interaction could be her subtle means of offering support.

Yatzli and Kai tend to approach problems in a similar manner, which often results in a dynamic where they find common ground while simultaneously provoking each other effortlessly.

For a long time, Yatzli and Giatta had been acquainted prior to the arrival of the Envoy. In a way, Yatzli serves as Giatta’s lively aunt figure.

Kirsch: Giatta cares deeply for Marius, who she perceives as a lively spirit burdened by past wounds. She encourages him to seize life’s opportunities fully. She seeks guidance from Kai on far-off lands, but isn’t shy about challenging him politically or chuckling at his unease with her ghost tales. Her bond with Yatzli runs deep; they are not only friends, but also intellectual adversaries. Their late-night campfire discussions delve into Eora’s ancient enigmas.

Question: Which other characters might effortlessly win their own contests, given that Kai is considered the one most likely to share a beer with?

Turner said, “Marius is most likely to give you a frosty response if you were to steal his favorite cheese.

Tenney: Yatzli took home the “Most likely to do the Ken pose in her mugshot” trophy.

Kirsch implies that Giatta would be the most likely student in Debate Club to receive an award, yet upon returning this prize to her lonely home, she might ponder over whom she was attempting to impress, or possibly even consider melting it down for its metal content.

As a gaming enthusiast, I’d be happy to discuss the intricate details of companion questlines, specifically focusing on their personal journeys. The length can vary greatly, ranging from brief encounters to extensive story arcs. Some quests might follow a symmetrical design, where each step mirrors the previous one, while others might take an asymmetrical approach, offering unique twists and turns that keep you guessing.

In terms of their connection to the main storyline, they can either be tightly integrated or stand as independent tales. Sometimes, these personal quests serve as a mirror to reflect on the player’s own journey, providing insightful parallels. Other times, they function as intriguing subplots that enrich the game world and deepen our understanding of the characters we encounter along the way.

Turner: Each companion’s individual narrative significantly contributes to the overall storyline, often making their personal journey the key part of the plot. In many instances, the main progression is tied to their personal mission. Some companions receive additional content for character growth, but typically they are all involved in the Envoy’s quest because they have a strong emotional connection to it.

Kirsch: One of my responsibilities in creating Emerald Stair’s main storyline was to emphasize Giatta’s recruitment as a key aspect. This means that Giatta’s tale and her introduction are closely tied together. Additionally, this provided an ideal chance to explore different aspects of Giatta before she joins the group. I could reveal more details, but it might contain spoilers…

Tenney: Initially, during the initial planning phase for one of the regions in Avowed, it became clear that Yatzli would be an integral part of the narrative. In a manner similar to Giatta, her inclusion and story progression are intricately linked with the main questline.

Looking into Each Companion

Question: An essential trait of Giatta’s character is being a scientist. Can you discuss incorporating science, particularly a scientist, into a fantasy setting? What potential difficulties might arise when taking this approach?
How about discussing the inclusion of a scientist as a key characteristic in Giatta’s character, and the challenges that come with integrating science, specifically a scientist, within a fictional fantasy universe? What issues might we encounter when adopting this approach?

Re-phrased: In simpler terms, animancy can be considered as an exploration of spirituality through research, before the scientific method was fully understood or separated from the physical world. Animancers delve into the study of souls, which isn’t about solving mathematical equations but rather blending empirical research, mysticism, and philosophy in a highly speculative manner. They experiment and test theories, sometimes with risky consequences. Additionally, they can be secretive due to their competitive nature. When players encounter Giatta, she is struggling to keep her colleagues united towards a shared objective, but internal conflicts and differing opinions hinder progress. She’s yet to learn the art of working within constraints, so her approach to science is a blend of personal ambition and collective aspirations, often complex and unconventional.

One of my creative hurdles involved managing a variety of characters who are skeptical or even hostile toward animancy. It’s often assumed that if someone criticizes Giatta’s work, I would immediately jump in to passionately defend it, hoping, maybe unsuccessfully, to gain the player’s understanding, trust, and support.

Question: Could it be said that Kai serves as a “guiding companion,” primarily tasked with familiarizing the player with the Living Lands and helping them adjust to the game world? Is this an accurate description? If yes, could you elaborate on how this works and the significance of “guiding companions” in a companion-based RPG?

In simpler terms, Patel is saying that having a diverse group of characters in a game is important, not overemphasizing any one character to make them feel out of place in the game. Characters like anchors help players understand the game world and get invested in the story. These characters need to be relatable yet unique, agreeable but not too submissive, and humorous without undermining the seriousness of the game. As for good RPG companions, they should have layers that can be gradually discovered. Patel enjoys writing scenes where players discover the limits of a character like Kai, who seems friendly and easygoing, but has complexities and contradictions in his personality. It’s when characters break free from their stereotypes – like the easygoing bro drawing a line or the party jokester hitting a raw nerve – that they become more than just their roles or archetypes.

A: Is there any insight you can provide on how Marius’ independent and solitary nature shapes his character, contributes to his storyline, and impacts his decision to join a group in a role-playing game that emphasizes companionship?

Turner: Marius often prefers solitude, yet he’s not detached from others entirely. The adage, “No one lives in isolation,” applies to him too. Skilled in survival, Marius takes pride in helping the less prepared navigate the treacherous Living Lands on this island. It’s his expertise that the Envoy seeks, and at first, it’s a point of professional pride for Marius to guide the Envoy through these unfamiliar territories.

At the gathering, Marius tends to stand out with his candid, sometimes sarcastic observations about things he believes are superfluous for life’s sustenance (he frequently warns the Envoy against plunging into dark caves that could lead to their demise). He also provides an unconventional viewpoint in social scenarios where immediate practicality isn’t always the ideal solution.

Within his group of friends, Marius can be hesitant to confide and may initially maintain a distance, but similar to many others, once he finds his kindred spirits, they become like kin to him.

Question: The Orlans are among the distinctive races in the world of Eora. Could you elaborate on the methodology for converting Orlans, particularly Yatzli, into a totally different genre of game from Pillars of Eternity?

The Orlans in games like “Pillars of Eternity” and “Deadfire” are only presented as small isometric models and painted portraits. However, when it came to creating Orlans for the first-person game “Avowed”, there were challenges in the translation process that weren’t always seamless. Initially, some developers found their appearance quite frightening, leading to a need for revisions. Now, though, they’re in a good place, with several beloved characters among them, such as Yatzli and Garryck.

In our past games, we’ve had companions like Orlan who were quite flirtatious and playful. Yatzli isn’t blazing new trails in that regard; she’s simply amplifying it. One of the wonderful aspects of the Pillars universe is that many of its characters feel remarkably human, despite their elven ears or scaly skin – they are deeply human at heart.

Could you elaborate on the layout of the party base camp, explain how it caters to its companions, and describe its main functions?

The campsite serves as a gathering place for companions following significant decisions during quests, major discoveries, alterations in the game world, or advancements in their individual narratives. It’s a secure area where they can unwind, discuss recent events, contemplate the potential outcomes, and exchange gossip, among other things. Since the campsite is where crafting, cooking, and weapon upgrades are accessible, players tend to visit it frequently, with at least one companion usually having something to share.

It would be unfair not to acknowledge the outstanding collaboration between voice actress Mara Junot and director Katelyn Gault, who brought Giatta’s character to life in a remarkable way. They discovered hidden dimensions of her character that I hadn’t fully considered, and their contributions were vital in breathing life into her.

Q: Can you discuss the unique companion skills? What role does each companion serve combat-wise?

Agay: Essentially, Kai’s primary role is taking damage instead of dishing it out. He has an inherent talent for surviving even the toughest battles, thanks to his passive ability called Second Wind which brings him back to half health when he’s knocked out. This skill can be upgraded in multiple ways. He also possesses an active skill named Fire and Ire, which serves as a taunt and stun, with additional points enhancing it by adding a fire element. Kai is particularly handy for navigating the game world due to his Firestarter ability that allows him to burn through obstacles. However, you’re not limited to using him if you prefer other methods like fire magic, a flaming sword, or Magran’s Fury – a volatile fruit that serves as a portable source of flammable liquid.

Giatta serves as an animancer, primarily functioning as a support character in combat. She’s capable of mending injuries, safeguarding allies with mystical shields, enhancing their speed, and even providing passive healing alongside her offensive capabilities. This makes her incredibly potent, although it means the team may deal slightly less overall damage. Additionally, Giatta can unleash a Spectral Jolt to activate Spirit Generators scattered throughout the world, which can be beneficial if the player hasn’t delved deeply into their own magical abilities.

Among all characters, Yatzli stands out as my top choice due to her vibrant character and powerful magical abilities. In essence, she’s reached the pinnacle of the wizard lineage. She unleashes huge explosions, dissipates illusions, fires barrages of projectiles, and can incapacitate, slow down, and freeze opponents. While she may not be the sturdiest character, her bold personality ensures that I always select her.

As an avid adventurer, I’m Marius – the hunter and tracker extraordinaire! When we traverse the world together, I’ll be your guide to locating valuable items, hidden treasures, and potent plants. In battle, I employ a strategic approach, using my trusty bow for ranged attacks and infusing my shots with arcane magic. This enables me to pin down enemies, make them more vulnerable, slow them down, and even cripple their offensive capabilities.

On top of that, I’ve mastered the art of vanishing in a puff of smoke with Shadow Step – an ability that allows me to teleport stealthily among my foes, striking with my daggers upon reappearance. To make things even more interesting, this skill can be tailored to complement your unique abilities, such as Assassinate, which transforms Shadow Step into a swift one-hit-kill against most stunned adversaries.

Preparing for Avowed’s Release

Question: How does the game Avowed handle the introduction of newcomers while ensuring veterans feel at home in a familiar world akin to Pillars of Eternity? Is it necessary for players to play Pillars of Eternity first to grasp the world’s context, given that the stories are largely independent?

How does Avowed introduce newcomers to its world while still feeling like Pillars of Eternity for veterans? Do players need to play Pillars of Eternity before understanding the world in Avowed, even though the stories aren’t directly connected?

Patel: The atmosphere and narrative of the Pillars series stand out—a combination of political intrigue and mystical enigma creates a world that feels both inhabited and inviting for exploration. Although Avowed refers to events from the Pillars games, its story unfolds in the Living Lands, where characters like animancers, the Aedyran Empire, and Inquisitor Lödwyn of the Steel Garrote have unique roles that will be new for all players. Veterans may recognize the references, but newcomers won’t feel left out. Moreover, we provide a lore glossary during dialogues to help with context. However, if you appreciate tactical gameplay and are interested in getting acquainted with this world, I strongly recommend starting with Pillars of Eternity. They are stunning, detailed games that have been consistently updated over the years.

Q: In general playtests, do you have any fun stories you could share among playtesters or devs?

The most unforgettable gaming sessions occur when players manage to glitch the game in an unforeseen manner. For instance, during one expedition through a dungeon, there was a spectral figure who started talking as soon as you entered. A playtester, however, swiftly fired an arrow at this character right in the middle of her speech, causing her to plummet into a deep abyss.

The initial memory that springs to mind for me is observing playtesters’ responses during a critical cutscene in Dawnshore. During these playtesting sessions, we recorded through Microsoft Teams meetings, allowing developers to drop in and watch the playtester whenever desired. As playtesters approached the cutscene, I would notify a few individuals, “They’re close to the scene now!” The playtesters were all caught off guard and vocalized their shock. Even the more reserved testers commented, “Hold on, what just happened? Did I… die?” Most of our playtesters admitted that this moment was when they became engrossed in the story and eager to find out more about their own fate. We took great pleasure in witnessing their reactions.

Could you share some details (avoiding any major plot reveals) about the initial and most cherished characters you’ve portrayed during the game development process? How did you embody these characters in your performance?

Player: In my initial comprehensive test, the character I chose for my envoy was a grumpy old scholar named Petunia who showed little interest in friendship. Every encounter she had served as a step forward in her quest for mystical power. This decision was made tactically — I aimed to be unpleasant towards everyone I encountered because many players usually lean towards neutral or kind.

In my latest gaming session, I spent an excessive amount of time crafting a character who turned out to be absolutely beautiful and I named her “Melon.” Alternative names I considered were “Toyotathon” and “xbox360,” as I find it hard to maintain a serious demeanor. If the concept of the recent return of odd wizard memes is familiar to you, then my character perfectly embodied that trend. When confronted with a challenge, she would unleash a fireball. If an NPC raised questions about a sequence of events, she would baffle them with cryptic enchantments. And when deep in thought, she’d ponder an orb.

User: I really enjoy it when games allow me to portray a villain instead of the usual good guy, even if I don’t naturally lean towards that role. In one of my initial characters, I played an Aedyran loyalist who was largely silent. The game did a great job of sticking with this characterization and giving me plenty of chances to shape what these choices meant for my character.

Question: Would you mind sharing any plans for the launch day of Obsidian? Once the ‘launch’ button is pushed, what are the team’s celebrations like?

Patel: The day of release is always thrilling for our team. Many of us have been working on this game for quite some time now, so it’s a joy to see people play it. On most launch days, we gather in the main lounge at the office (and connect with our remote colleagues) to celebrate together. The rest of the day is spent watching playthrough videos, reading reviews, and keeping an eye out for any bugs that require immediate fixes. Even though players are eager to start playing the game, we’re equally excited to see them enjoy it!

Question: Is there any discussion about downloadable content (DLC) for the game Avowed, or is it neither being considered nor even mentioned at this point?

Patel: Right now, our full focus is on Avowed.

[END]

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2025-02-17 17:18