Obsidian’s designers discuss how they decide the size of Avowed’s environments: ‘We don’t want to have those empty, meaningless spaces just to have them’
The recent documentary celebrating the 20th anniversary of Half-Life 2 included a segment where the designers talked about how important it was to make levels satisfying for players who barreled through them at high speed (possibly in an airboat), as well as those players who preferred to get out and walk so they could find…