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Obsidian CEO reveals it's just half the size of many triple-A studios, even as it prepares to launch its 4th game in 5 years



As reported by Windows Central, Obsidian CEO Feargus Urquhart revealed the extent of the studio's expansion since it was acquired by Microsoft in a recent interview with IGN. Since 2018, Obsidian has grown to nearly 300 employees, which is still pretty lean in the triple-A space.

"When we came on with XGS and Xbox , we were about 170, 180 people," Urquhart told IGN. "And through the course of the last five or six years, we've not only grown the studio to about 285 people, but we also have a lot of really good co-dev partners with Heavy Iron and Beamdog."

For comparison, here's how large some other major developers are:

  • Bungie: 850
  • CD Projekt Red: 615
  • Larian: 470
  • Bethesda Game Studios: 450+
  • Insomniac: 450 (YouTube video cited by Wikipedia has since been removed)
  • Naughty Dog: 400+
  • Valve: 336
  • Sony Santa Monica: 250
  • BioWare: Fewer than 100 (down from over 200)
  • ZA/UM: ~70
Looking at those numbers, I'd put Obsidian at the lighter end of "midsize," a welterweight studio. That's something that makes its incredible productivity in recent years all the more surprising. As game budgets increase and five-plus-year development cycles become the norm, Obsidian has released three games since 2020⁠—Grounded, Pentiment, and now Avowed⁠—with a fourth, The Outer Worlds 2, due by the end of the year.

We're not talking Valve levels of exerting more industry influence than 10,000-person conglomerates like Ubisoft or EA, but Obsidian's still a studio punching above its weight. Clearly, there's something to be said for the developer's "100-year plan:" Assume each game will be a "mild success" and not a sales record-breaker, and allocate time, money, and staff accordingly. Obsidian's games don't push the envelope in terms of graphics or simulation tech, but instead impress through design, writing, and art direction. In a recent Bloomberg interview, Avowed lead Carrie Patel quoted the team as consisting of 80 people in 2021, or about a third of the studio.

The sober, restrained sense of scope Obsidian's opted for in recent years stands in contrast with its wildly ambitious early games like Knights of the Old Republic 2 or New Vegas, which attempted to deliver on visionary promises in plus or minus one-year development cycles. They were amazing games, but they also wound up screaming across the finish line on fire and with their wheels falling off, and the studio underwent layoffs with its doors almost closing for good in the early 2010s. Obsidian's strategy is also an outlier in the games industry right now, with larger teams requiring more money and time to make games that each need to be a smash hit under threat of mass layoffs, while not necessarily having the vision or promise to justify such investments in the first place. I love sumptuous triple-A excess as much as the next guy, but not everybody is going to make Cyberpunk 2077 or Baldur's Gate 3.

And Obsidian has proven that the games resulting from more disciplined development practices won't be an inferior product or a downgrade where it counts. Pentiment and Avowed are among my favorite games of recent years⁠—sorry Grounded, not a survival guy, but Fraser really liked you—and I've certainly enjoyed them more than most of the mega-budget fare on offer.
 

HRK69

Member
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I'm legit curious what 336 developers at Valve do all day

Bungie being that bloated doesn't really surprise me, I wonder what 850 developers at Bungie do all day

I wonder if Obsidian's output is enough for them to break even on projects, although since they are now part of the world's 2nd biggest company by market cap maybe that doesn't really matter anymore
 

T4keD0wN

Member
Goddamn, so running a platform requires less people than to just make a game? Valve having less than half of people than Bungie is insane, i somehow assumed theyd have 500+ just in customer service.

Ubisoft headcount is just comical at this point.

ABK is the most surprising, 13000 just to make Call of Duty reskins every year and along with 1 or 2 blizzard games per decade?
what-the-hell-are-you-doing-in-there-danni-king.gif
 
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The problem with making a million games at once is that you don't have the manpower to dedicate resources to one particular game which in turn means that particular game isn't as polished as it could've been or as well developed as it had the chance to be.
 
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Mayar

Member
And what does the number of people mean for the quality of the games released? Just make good games and everyone will be happy, and how many people you have does not matter, there are many games that were made by 1-2 people and they never really advertised it, by the way, but here it is like a subject of some special pride...

Does anyone have a headcount of Ubi's total workforce?
Nobody knows the exact numbers now after all the situations, studio closures, layoffs etc. Google says that - "Ubisoft may have 19,000 employees in offices and studios around the world."
 
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The problem with making a million games at once is that you don't have the manpower to dedicate resources to one particular game which in turn means that particular game isn't as polished as it could've been or as well developed as it had the chance to be.
Yeah, I would much rather Obsidian focus on 1 or 2 games at a time. They have a lot of talent, imo. Quality over quantity
Does anyone have a headcount of Ubi's total workforce?
It's around 20k, or at least it was in recent years
 

Chuck Berry

Gold Member
How much more we gotta hear from this Farkus

Dude we get it- You churn out alright games at a good clip at half the cost with half the people. Have fun with that. 'Nuff.

And when was Obsidian ever considered a big team? Scraps of Black Isle which were scraps of Interplay. They've always been a tight crew.
 
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Laptop1991

Member
Well it depends on the extra employee's Obsidian have hired or not hired and so far it doesn't look like they are New Vegas quality, numbers don't matter if they arn't good enough or are working under agenda's instead of making the best games they possibly can, so it's an irrelevant point for me at present.
 
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TGO

Hype Train conductor. Works harder than it steams.
And other Devs release one game every 5/8 years and net the same result with quadruple the budget and development team.
 

RafterXL

Member
If you aim for "mild success" that's mostly what you'll get, but the first time you miss this strategy falls apart. What kind of lame ass business strategy is, "we aim to be mediocre"? Why would ANYONE who has a passion for making video games want to work for a company that thinks this way?
Less than 100 people are working on the next Mass Effect game.

EA is going to fuck it up by not giving it the dedicated resources it deserves :(
EA is doing exactly what they should be. Bioware is lucky it still exists at all after their last decade.
 

Buggy Loop

Member
Remind me when KOTOR 2, New Vegas or Pillars of Eternity were considered AAA? Peoples have shit memory? KOTOR 2 was a broken mess fixed by mods and it was made in Feargus' attic, Fallout New vegas was laughingly broken and reviewed worse than fallout 3 by far, except now is a fan favorite. Same for KOTOR 2. PoE was literally a kickstarter. Outer worlds was done with ~80 peoples. These guys never claimed to be a big AAA house nor make big AAA games. Microsoft didn't look into buying them to make the next Halo.
 

mckmas8808

Mckmaster uses MasterCard to buy Slave drives
How much more we gotta hear from this Farkus

Dude we get it- You churn out alright games at a good clip at half the cost with half the people. Have fun with that. 'Nuff.

And when was Obsidian ever considered a big team? Scraps of Black Isle which were scraps of Interplay. They've always been a tight crew.

GAF doesn't seem to understand that having 285 employees, probably 200 working full-time on a game like Avowed doesn't make that game as cheap as we thought. It started full production in January 2021 and released almost exactly 4 years later. They are in Irvine California for goodness sakes. Given this, I believe Avowed probably cost $100 million to make.

Being a 1st party game without a license helps alot. But they probably need the game to sell 1.5 - 2 million at full price to break after including marketing cost.
 
great news for those who enjoy their games. i myself used to. now, if you don't enjoy their games? they might as well be launching their 10th game in 5 years, eh? because, in that case, it doesn't really matter...
 
If you aim for "mild success" that's mostly what you'll get, but the first time you miss this strategy falls apart. What kind of lame ass business strategy is, "we aim to be mediocre"? Why would ANYONE who has a passion for making video games want to work for a company that thinks this way?
"Mild success" doesn't inherently mean "mediocre" game. It is better interpreted as aiming for AA type releases and mild success meaning mild financial success. Of course they aren't saying they want their game to be "mildly good", this take is dense. This is a smart business strategy in an industry with exceedingly inflated development costs. Any other time, Gaf members going on about how certain studios should make smaller and more manageable games and more often, but when one talks about doing it out come marching the auto "slop" posts. My new, least favorite word in the world with how excessively overused it is as of late.

Remind me when KOTOR 2, New Vegas or Pillars of Eternity were considered AAA? Peoples have shit memory? KOTOR 2 was a broken mess fixed by mods and it was made in Feargus' attic, Fallout New vegas was laughingly broken and reviewed worse than fallout 3 by far, except now is a fan favorite. Same for KOTOR 2. PoE was literally a kickstarter. Outer worlds was done with ~80 peoples. These guys never claimed to be a big AAA house nor make big AAA games. Microsoft didn't look into buying them to make the next Halo.
History and reality don't matter, "Gamepass slop".
 
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adamsapple

Or is it just one of Phil's balls in my throat?
Remind me when KOTOR 2, New Vegas or Pillars of Eternity were considered AAA? Peoples have shit memory? KOTOR 2 was a broken mess fixed by mods and it was made in Feargus' attic, Fallout New vegas was laughingly broken and reviewed worse than fallout 3 by far, except now is a fan favorite. Same for KOTOR 2. PoE was literally a kickstarter. Outer worlds was done with ~80 peoples. These guys never claimed to be a big AAA house nor make big AAA games. Microsoft didn't look into buying them to make the next Halo.

Avowed is fantastic, if Outer Worlds 2 is the same quality, shit man that's two great RPG's from the same studio in the same year.

Workhorse studio.
 
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