Ask Runable forDesign-Driven General AI AgentTry Runable For Free
Runable
Back to Blog
Gaming News & Analysis30 min read

Why Obsidian Cancelled The Outer Worlds 3: Inside The Studio's Strategic Shift [2025]

Obsidian has officially cancelled The Outer Worlds 3 following disappointing sales of the sequel. The studio is now focusing on Avowed and new IP instead of...

Obsidian EntertainmentOuter Worlds 3game developmentcancelled gamesAvowed+10 more
Why Obsidian Cancelled The Outer Worlds 3: Inside The Studio's Strategic Shift [2025]
Listen to Article
0:00
0:00
0:00

The Outer Worlds 3 Is Dead: What Happened to Obsidian's Sci-Fi Franchise?

You probably didn't see this coming, but then again, maybe you did. Obsidian Entertainment, the studio behind some of gaming's most beloved RPGs, recently dropped a bombshell: they're not making The Outer Worlds 3. At least not right now. At least not ever, if we're being honest about what "no plans" actually means in corporate speak.

This is the kind of news that hits different when you remember how hyped people were for The Outer Worlds when it first launched in 2019. It was positioned as this spiritual successor to Fallout: New Vegas, the game that had fans begging for more ever since Obsidian's cult classic dropped in 2010. The original Outer Worlds delivered on that promise in a lot of ways—smaller scale, faster pacing, more player agency. It felt refreshing in a market saturated with massive open worlds.

But here's the thing about sequels: they're expected to grow the audience, not shrink it. And that's exactly what happened with The Outer Worlds 2. The game came out in October 2024 to decent reviews, but the numbers didn't match expectations. Sales were, in the words of Obsidian's head Fergus Urquhart, "disappointing." That single word carries a lot of weight when you're talking about a game from a Microsoft-owned studio.

What makes this announcement particularly interesting isn't just that Obsidian killed a franchise. It's what it reveals about the current state of the industry, the economics of game development, and where Obsidian actually wants to focus their energy going forward. Because while The Outer Worlds 3 is officially off the table, the studio isn't abandoning the worlds and universes they've created. They're just being way more strategic about it.

Fergus Urquhart, who leads Obsidian as the studio head, was surprisingly candid in recent interviews about the decision. He didn't just say "we're moving on to other projects." He gave genuine insight into the thinking—and it's worth paying attention to, because it says something about what publishers are learning the hard way about the current gaming landscape.

QUICK TIP: When a studio kills a franchise, look at what they're investing in instead. It tells you way more about the industry's direction than the cancellation itself.

The Outer Worlds 2's Commercial Underperformance: The Numbers Behind the Failure

Let's talk about what "disappointing" actually means in this context. The Outer Worlds 2 released on October 24, 2024, simultaneously across PC, Xbox, and PlayStation platforms. On paper, this should've been a recipe for success. The original game had built a solid fanbase. Obsidian had been given significantly more resources and budget. Microsoft was backing the project as a day-one Game Pass release. Everything pointed toward a win.

Except it wasn't.

The game launched to critical acclaim—Metacritic scores in the mid-80s are nothing to sneeze at. But critical success and commercial success aren't the same thing. Reviews don't pay studio budgets. Sales do.

What happened with The Outer Worlds 2 is actually a pattern we're seeing repeat across the industry right now. A game gets greenlit with one set of expectations. Development takes longer than anticipated. Budgets balloon. By the time you launch, the market has changed. Competition has intensified. Player preferences have shifted. And you're left hoping that all that extra time and money translates to proportionally more sales.

For The Outer Worlds 2, it didn't.

The sequel faced competition from major releases in the same quarter—Baldur's Gate 3 was still absolutely dominating player time (and it would continue to win major game of the year awards). Final Fantasy VII Rebirth released on PlayStation. The gaming audience was fragmented, and Obsidian's game, despite being solid, didn't capture the cultural moment the way they'd hoped.

Beyond just bad timing, there's also the question of design philosophy. The original Outer Worlds was praised for its tight, focused experience. It was a game that respected your time. The sequel, by accounts from players and critics, tried to expand in ways that didn't always feel necessary. Some of the charm that made the first game feel special got diluted by trying to be bigger and more ambitious.

DID YOU KNOW: The original Outer Worlds sold over 3 million copies across all platforms in its first year, making it one of Obsidian's biggest commercial successes ever. The sequel needed to not just match those numbers—it needed to exceed them. It didn't.

Ubisofts and other publishers have learned this lesson repeatedly: when you're making a AAA sequel, you need growth. You need 30% more sales than the previous game, ideally. You need your marketing budget to actually translate to units moved. If you're just matching the previous game's numbers, that's considered a failure at that budget level.

What's worse is that Obsidian isn't even entirely sure why the sales were disappointing. That's the kind of thing that keeps executives up at night. Is it the marketing? The game's direction? The release window? Platform distribution? Player reception of live-service elements? A combination of everything?

Fergus Urquhart acknowledged this uncertainty when he mentioned that the studio needed to "think a lot about how much we put into the games, how much we spend on them and how long they take." That's code for: we're going to stop making bets this size until we figure out what actually works.


The Outer Worlds 2's Commercial Underperformance: The Numbers Behind the Failure - contextual illustration
The Outer Worlds 2's Commercial Underperformance: The Numbers Behind the Failure - contextual illustration

Factors Contributing to The Outer Worlds 2's Commercial Underperformance
Factors Contributing to The Outer Worlds 2's Commercial Underperformance

Market competition had the highest estimated impact on The Outer Worlds 2's commercial underperformance, followed by development delays and shifting player preferences. Estimated data.

Fergus Urquhart's Candid Assessment: What the Studio Head Actually Told Us

One of the most refreshing things about Obsidian's announcement is that Fergus Urquhart didn't dodge the question or hide behind corporate speak. He actually explained the thinking in surprisingly direct terms.

Urquhart has been in the industry long enough to remember when games shipped on physical media and you had maybe two or three weeks to make back your investment. He's worked on games like Fallout: New Vegas, which was developed on a tight budget and schedule but became a beloved classic. That context matters because it means he understands both the old way of thinking about games (make something great, hope it sells) and the new way (make something that hits a specific demographic, maximize monetization).

When he said The Outer Worlds 2's performance was "disappointing," he wasn't being pessimistic. He was being honest. And that honesty extended to his broader point about studio capacity and project management.

"It's not good to release three games in the same year. It's the result of things going wrong," Urquhart said, referring to Obsidian's 2024 schedule. The studio shipped The Outer Worlds 2, Grounded 2, and Avowed (technically early access, which counts as a release in terms of resource allocation) in roughly the same period. From a support and management perspective, that's chaotic.

Developers working on live service elements, bug fixes, and post-launch content for three different games simultaneously means nobody's working at their best. It means quality suffers. It means the team gets burned out. It means post-launch content gets delayed. It means communications with the community become less responsive.

Urquhart's point wasn't just about The Outer Worlds specifically. It was about the studio's entire operational philosophy. If you're going to make games—and Obsidian clearly wants to—you need to be strategic about pacing. You need breathing room between launches. You need to let your team actually work on updates and DLC without immediately pivoting to a brand new project.

QUICK TIP: Pay attention when studio heads talk about "spacing releases." That's usually code for "we learned a hard lesson about burnout, and we're fixing it." It means better quality games long-term, but fewer games in the short-term.

This is actually a bigger strategic shift than it might seem on the surface. For years, Microsoft has been pushing Obsidian to output more games, more frequently. That pressure, combined with ambition and the desire to execute bigger visions, led to the three-game crunch of 2024. Now the studio is course-correcting.

The implication here is that future Obsidian announcements will likely involve longer gaps between releases, but potentially higher quality output. Whether that's actually true remains to be seen, but the intent is clear.


Fergus Urquhart's Candid Assessment: What the Studio Head Actually Told Us - contextual illustration
Fergus Urquhart's Candid Assessment: What the Studio Head Actually Told Us - contextual illustration

Critical Reception vs. Sales Performance
Critical Reception vs. Sales Performance

While both The Outer Worlds 2 and Avowed received decent Metacritic scores, their sales performance was notably lower, highlighting a gap between critical acclaim and commercial success. (Estimated data)

Avowed's Middling Reception and What It Means for Obsidian's Fantasy Ambitions

Here's something that probably got overlooked in the Outer Worlds 3 conversation: Avowed also disappointed Obsidian. Not commercially, necessarily—the fantasy RPG found an audience on Game Pass and elsewhere—but in terms of what Obsidian had hoped to achieve.

Avowed released in early access in November 2024 and then hit full release on PS5 in February 2025. It's set in Eora, the same world as Obsidian's Pillars of Eternity games, making it part of a larger interconnected universe that the studio has been building for over a decade.

The game isn't a sequel to Pillars of Eternity in the traditional sense. Instead, it's a first-person action RPG that uses the Pillars lore as its foundation. Think of it as Skyrim but with the depth of character building and reactivity that Obsidian usually brings to their games.

Critically, Avowed was solid. Not revolutionary, but competent. The reviews weren't glowing, but they weren't scathing either. The game sat in that awkward middle ground of "good but not great." In the Baldur's Gate 3 era, where expectations for fantasy RPGs have been reset by an exceptionally ambitious standard, a merely "good" game can feel like a failure.

What's interesting about Urquhart's comments regarding Avowed is that he didn't shy away from acknowledging it was "something of a miss." But he also didn't write it off entirely. The studio is planning DLC for Avowed, and they've committed to "keep making games in the Avowed universe," even if they're not traditional sequels.

This is actually a smart pivot. Instead of betting everything on a Pillars of Eternity 3 sequel, which would carry enormous expectations after waiting this long for one, Obsidian can explore the world in different ways. Maybe a spin-off focused on a different region of Eora. Maybe a different genre of game set in the same universe. Maybe a collaborative project with another studio.

The point is that Obsidian isn't abandoning these universes they've created. They're just being more careful about how they use them. There's something to be said for that approach—it acknowledges that players care about these worlds, while also respecting that not every game set in those worlds needs to be a massive AAA investment.

DID YOU KNOW: Obsidian's Pillars of Eternity 2 was technically a commercial disappointment too, leading the studio to shift away from isometric RPGs as their primary focus. They've been chasing mainstream success ever since.

Avowed's Middling Reception and What It Means for Obsidian's Fantasy Ambitions - visual representation
Avowed's Middling Reception and What It Means for Obsidian's Fantasy Ambitions - visual representation

The Live Service Experiment: Grounded as the Unexpected Win

While The Outer Worlds 2 and Avowed underwhelmed, Obsidian actually had a legitimate success with Grounded 2. This is worth examining because it tells us something important about what actually resonates with players right now.

Grounded is a survival game where you're shrunk to ant size in someone's backyard. It's multiplayer-focused, it has co-op elements, and it's the kind of game that scratches a very specific itch. The original Grounded launched in early access and built a dedicated fanbase over several years of development. By the time it hit 1.0, it had a proven audience.

Grounded 2, the sequel, apparently sold well enough that Urquhart specifically called it out as one of their hits. The studio is working on DLC for it, which suggests they see it as an ongoing revenue stream.

What does Grounded have that Outer Worlds 2 and Avowed didn't? A couple of things, probably. First, it has a focused design. You know what you're getting: a survival game with co-op. Second, it has a committed community. Survival game fans are obsessive about their games of choice. Third, it probably had a more reasonable budget relative to its scope than a big open-world RPG would.

The success of Grounded, relative to the disappointments of the other two games, tells Obsidian something they need to hear: maybe you don't need to make $100 million AAA games to be successful. Maybe there's something to be said for more focused, smaller-scope projects that actually get the resources and attention they deserve.

This is probably going to inform Obsidian's strategy going forward. You might see them take more risks on smaller projects, or at least more varied projects. The era of Obsidian betting everything on big fantasy RPGs might be shifting.


Player vs. Critical Reception Impact on Game Sales
Player vs. Critical Reception Impact on Game Sales

Despite a strong critical reception (score of 8), The Outer Worlds 2 had lower player word-of-mouth impact (score of 5) and sales impact (score of 4). Estimated data highlights the disconnect between reviews and sales.

Why The Outer Worlds Never Quite Matched Fallout: New Vegas' Legacy

There's a shadow hanging over everything Obsidian makes now, and it's cast by one of their masterpieces: Fallout: New Vegas.

New Vegas, released in 2010 and developed on a relatively modest budget and timeline, became one of the most beloved RPGs ever made. It had incredible writing, player agency that actually mattered, factions that felt real, and a setting that perfectly complemented the mechanics. Fifteen years later, fans still argue that it's the best Fallout game ever made.

The Outer Worlds was positioned as the spiritual successor to New Vegas. It delivered on that promise in some ways—the writing was good, the world was interesting, and the player agency was there. But it never captured the magic.

Part of that is just the passage of time. New Vegas hit at a specific moment when fans were hungry for a Fallout game that wasn't Fallout 3. They were tired of Bethesda's approach. Obsidian offered an alternative, and people loved them for it.

The Outer Worlds didn't have that context. It was its own thing, not a licensed property. And while it was well-executed, it didn't have the same cultural impact. It was a good game that some people loved, not a masterpiece that everyone revered.

When The Outer Worlds 2 launched, it carried the weight of expectations that had grown over fourteen years since New Vegas. That's an impossible standard to meet. No game can be as beloved in retrospect as a game that defined a genre years ago.

Obsidian might be better served, in the long term, by shifting away from trying to recapture that lightning in a bottle. Their best work might not be sequels to games everyone already knows. It might be new universes, new approaches, new ideas.


Microsoft's Role: Why Game Pass Didn't Guarantee Success

One of the biggest changes in the gaming industry over the past five years has been the rise of Game Pass, Microsoft's subscription service that lets you play hundreds of games for a flat monthly fee.

For game developers, Game Pass is a double-edged sword. On one hand, it guarantees a huge audience for your game on day one. You don't have to worry about marketing as much because it's front and center on a platform with millions of subscribers. On the other hand, it doesn't necessarily translate to strong sales numbers in the traditional sense. Microsoft doesn't publicly share how many people actually play each game or how many hours they play.

Both The Outer Worlds 2 and Avowed released on Game Pass day one. That should've been a huge advantage. An instant audience of tens of millions of potential players. Except people don't just play games because they're available; they play them because they're genuinely interested.

For Obsidian, this creates an interesting tension. Microsoft as the parent company benefits from Game Pass subscriptions. But Obsidian, as the development studio, is probably evaluated based on more traditional metrics like sales revenue and profitability. When your game launches on Game Pass, the relationship between those two metrics becomes fuzzy.

It's possible that The Outer Worlds 2 and Avowed had decent Game Pass numbers but didn't generate enough traditional sales revenue to justify their development costs. Or it's possible that even Game Pass numbers were disappointing. We'll probably never know the exact data.

What we do know is that Microsoft seems to be reconsidering how much to invest in certain projects. The Outer Worlds 3 cancellation, while nominally an Obsidian decision, likely has Microsoft's fingerprints on it. A parent company that's concerned about ROI is going to pressure studios to focus on profitable projects.

QUICK TIP: When a major franchise gets cancelled, look at the parent company's financials. Studios don't usually kill sequels unless upper management has decided the investment isn't worth the return.

Microsoft's Role: Why Game Pass Didn't Guarantee Success - visual representation
Microsoft's Role: Why Game Pass Didn't Guarantee Success - visual representation

Impact of Game Pass on Game Success
Impact of Game Pass on Game Success

While Game Pass provides immediate access to millions, traditional sales for games like The Outer Worlds 2 and Avowed may not match the broader reach, highlighting the challenge of converting Game Pass exposure into sales. Estimated data.

The Crunch Problem: Why Three Games in One Year Was Never Sustainable

Fergus Urquhart's comment about releasing three games in one year being "the result of things going wrong" deserves more attention than it probably got.

In game development, things always go wrong. Projects slip. Features get cut. New problems emerge in testing. Team members get sick, leave, or need time off. The unexpected is basically the expected. So when a studio ends up shipping three major games in roughly twelve months, that's not a coincidence. That's a sign that planning went sideways somewhere.

Here's probably what happened: Obsidian had timelines for The Outer Worlds 2, Grounded 2, and Avowed that were all scheduled to hit at different times across 2024 and into 2025. Maybe The Outer Worlds 2 was supposed to come out in Q1. Grounded 2 in Q3. Avowed in 2025. But delays or acceleration on one project started a domino effect.

Suddenly everything was compressed into a shorter window, and the studio had to manage post-launch support for three games simultaneously while potentially still doing development on any of them.

For the team members working at Obsidian, this is brutal. You can't give your best work to three games at the same time. Something has to suffer. Usually, it's post-launch content, bug fixes, and community management. It's also the mental health and wellbeing of your team.

Crunch culture in game development has gotten a lot of attention over the past several years, and most studios are at least publicly committed to reducing it. When a studio head explicitly says "we're not doing that again," it's usually because they've seen the cost in burned-out employees.

This is actually one of the more positive aspects of Obsidian's announcement. They're not just cancelling The Outer Worlds 3 because it was unprofitable. They're also making a statement about how they want to operate going forward. Fewer, more spaced-out releases. Better support for games after launch. A team that's not constantly in emergency mode.

If Obsidian actually follows through on this, we might see better games from them in a few years. Quality usually improves when developers aren't exhausted.


The Crunch Problem: Why Three Games in One Year Was Never Sustainable - visual representation
The Crunch Problem: Why Three Games in One Year Was Never Sustainable - visual representation

What Obsidian Is Working On Instead: The Mystery Projects and DLC Plans

Ubiquously, whenever a studio cancels a major franchise, the first question is: okay, so what are they working on instead?

Obsidian's answer is interesting because it's deliberately vague. Urquhart confirmed that the studio is "making some entirely new games, of which we know nothing about." This is actually smart positioning. It signals that they're not just resting on their laurels, but it also doesn't commit them to anything specific that could disappoint if circumstances change.

What we do know about their current slate:

Avowed DLC and Updates: The studio is committed to supporting Avowed going forward. The February 2025 PS5 release came with an anniversary update that included new content (New Game Plus mode, new races, new weapon types). More DLC is coming, though details are scarce.

Grounded 2 Support: This is one of their successful properties, so continued DLC and updates make sense. As long as the community stays engaged, Obsidian will probably keep feeding it content.

The Outer Worlds 2 DLC: Yes, there's still DLC planned for The Outer Worlds 2, which seems odd given that a sequel is officially off the table. But this might actually make sense from a business perspective. You've got the game out there, you've got players who bought it, and you want to keep them engaged. Some post-launch content extends the game's lifecycle and keeps it in people's consciousness.

Unknown New IP: This is the wild card. Obsidian might be working on something completely new. A different genre. A different style. Something that's not trying to be the next big thing, but rather something with a smaller, more focused scope.

The fact that Urquhart explicitly mentioned "new games" (plural) suggests that Obsidian isn't planning to ship just one thing next. This might be part of the spacing strategy—if you're making multiple smaller games with staggered release schedules, you can keep the studio productive without burning people out on any individual project.


What Obsidian Is Working On Instead: The Mystery Projects and DLC Plans - visual representation
What Obsidian Is Working On Instead: The Mystery Projects and DLC Plans - visual representation

Projected Game Release Timeline and Crunch Impact
Projected Game Release Timeline and Crunch Impact

Estimated data shows the projected release timeline for Obsidian's games and the associated crunch impact. The overlap in Q2-Q4 2024 suggests a high crunch period.

The Industry Trend: When Sequels Fail, Is the Franchise Doomed?

The Outer Worlds 3 cancellation isn't happening in a vacuum. It's part of a broader industry trend where sequels are facing increasing pressure to be blockbuster hits.

Look at what happened with Starfield. Microsoft invested heavily in that game, and while it was successful enough, it didn't become the cultural phenomenon they'd hoped for. It didn't have the legs of Skyrim or the mass appeal of Fallout 4. There was a recalibration of expectations and budgets.

Look at what happened with Cyberpunk 2077. That game launched in disaster, recovered through updates, and became successful, but not in the way the company originally envisioned. Now Cyberpunk 2: Phantom Liberty is coming, and expectations have been reset.

Look at what happened with countless other franchises where the second or third installment simply couldn't match the first. Some of them get cancelled (The Outer Worlds 3). Some of them get handed off to different studios. Some of them shift into different formats or mediums.

The pattern here is that publishers are learning, sometimes painfully, that just because you can make a sequel doesn't mean you should. Player interest isn't infinite. Budgets that made sense when nobody knew if something would work don't make sense when the market has spoken.

For franchises like Outer Worlds, there might be a middle path. Maybe in five or ten years, Obsidian circles back with a spin-off or a different game set in that universe. Maybe they hand the IP to another studio. Maybe the universe gets used in a completely different format. But the mainline numbered sequel is probably dead.

DID YOU KNOW: In 2024, multiple major gaming franchises faced cancellation or indefinite delays, including Perfect Dark and Hellgate. The industry is consolidating around projects that have proven appeal, which means fewer risky bets on sequels to middling predecessors.

The Industry Trend: When Sequels Fail, Is the Franchise Doomed? - visual representation
The Industry Trend: When Sequels Fail, Is the Franchise Doomed? - visual representation

Player Reception vs. Critical Reception: Why Reviews Don't Sell Games Anymore

Here's something that doesn't get talked about enough: The Outer Worlds 2 got decent reviews. Metacritic has it sitting in the low-to-mid 80s depending on platform. That's a passing grade. That's a game that reviewers thought was good.

Yet sales were disappointing.

This points to a bigger problem in the industry right now: critical reviews and player word-of-mouth no longer move copies the way they used to. A game can be objectively well-made and still fail commercially.

Why? A few reasons:

The market is saturated. There are more games released every month than a person could play in a year. Players are making choices based on what their friends are playing, what's trending on social media, and what's being talked about in their communities. An 82 Metacritic score doesn't break through that noise.

Games are expensive. A full-priced game is $70 on console. That's a significant purchase decision. Players are more cautious about where they spend that money. They want to know that they're getting something special, not just something competent.

Genre oversaturation. There are a lot of RPGs right now. A lot of sci-fi games. A lot of games that are doing similar things to what The Outer Worlds 2 does. If you're going to ask players to invest 40-60 hours in your game, you better be offering something that stands out from what they could be playing instead.

Baldur's Gate 3 changed expectations. This is the elephant in the room. Larian's game proved that you can make an RPG with incredible depth, agency, and storytelling. Every RPG that launches now is implicitly being compared to that standard. The Outer Worlds 2, while good, doesn't match that level of ambition.

What this means for Obsidian going forward is that they can't just make a "good" game and expect it to sell. They need to make a game that people actually want to talk about. That's a much harder thing to do.


Player Reception vs. Critical Reception: Why Reviews Don't Sell Games Anymore - visual representation
Player Reception vs. Critical Reception: Why Reviews Don't Sell Games Anymore - visual representation

Comparative Success of Obsidian Games
Comparative Success of Obsidian Games

Grounded 2 outperformed The Outer Worlds 2 and Avowed in both sales and community engagement, highlighting the success of focused, multiplayer experiences. Estimated data.

The Psychology of Cancellation: Why Fans Care About Franchises That Never Got Sequels

One interesting aspect of The Outer Worlds 3's cancellation is that we're only now finding out about it. The game was never formally announced. There was never a trailer or a press release saying "coming soon." The cancellation is of something that never officially existed.

So technically, Obsidian isn't even cancelling anything. They're just saying "we're not making this."

Yet fans care. They feel disappointed. Why?

Because in the gaming community, there's an assumption that successful properties will get sequels. If a game sells millions of copies and is beloved by players, the franchise continues. It's the expected path. Deviating from that path feels like a betrayal, even if it's just a business reality.

When Urquhart says there are "no plans" for The Outer Worlds 3, fans understand what that means: it's probably never happening. Maybe in a decade if circumstances change. But probably never.

That's a hard pill to swallow for players who loved the first game and wanted more. They had an expectation, even if it was never explicitly stated. The cancellation of that expectation feels personal.

This is actually something studios struggle with. Do you tell players upfront that a franchise is probably over? Do you leave the door open for hope? Do you let people figure it out on their own when you shift focus elsewhere?

Obsidian's approach—being relatively transparent about it—is probably healthier than pretending otherwise. But it still stings for the fans.


The Psychology of Cancellation: Why Fans Care About Franchises That Never Got Sequels - visual representation
The Psychology of Cancellation: Why Fans Care About Franchises That Never Got Sequels - visual representation

Avowed's PS5 Release: A Late-Game Expansion of the Audience

Interestingly, even though Avowed released earlier in the year on Xbox and PC, it's getting a dedicated PS5 version launching in February 2025. This is notable because it suggests that Obsidian and Microsoft think there's still audience to capture, even with a game that partially disappointed them.

The PS5 release includes an anniversary update with substantial new content. New Game Plus, new races, new weapon types, balance changes—basically the kind of update that justifies returning to the game for players who beat it previously, while also attracting new players.

This is actually a smart move. Even if Avowed didn't set the world on fire, there's a PlayStation audience that never got to play it until now. Game Pass is strong on Xbox and PC, but not on PlayStation (where it's limited). A native PS5 release opens the game up to millions of potential players who might not have been able to access it before.

Will it be a massive hit on PS5? Probably not—the game has already been reviewed, and word-of-mouth is established. But it could find a secondary audience. And more importantly, it demonstrates that Obsidian isn't just abandoning these franchises. They're actively trying to give them new life in different ways.

This is the middle ground between cancellation and full commitment. It's pragmatic. It respects the work that went into the game while also being realistic about its commercial performance.


Avowed's PS5 Release: A Late-Game Expansion of the Audience - visual representation
Avowed's PS5 Release: A Late-Game Expansion of the Audience - visual representation

What the Industry Can Learn From Obsidian's Honesty

One of the most refreshing things about Obsidian's announcement is that they're being relatively honest about why they're making these decisions. They're not claiming that The Outer Worlds 3 is in development but just not ready yet. They're not saying "we're focusing on other projects temporarily." They're saying "this didn't work out the way we hoped, so we're changing course."

For an industry where studios often hide behind corporate speak and vague announcements, this is almost shockingly transparent.

It's also useful because it normalizes failure. Game development is hard. Projects don't always work out. Sometimes your big bet doesn't pay off. And that's okay. The studios that thrive are the ones that learn from failures and course-correct.

Obsidian is doing that. They're acknowledging what didn't work, explaining their reasoning, and committing to a different approach. That's the kind of maturity that should be encouraged in the industry.

Maybe the lesson here is that studios don't need to chase blockbusters all the time. Maybe there's something to be said for more focused, smaller-scale projects that can actually get the attention and resources they deserve. Maybe quality matters more than scale.

For Obsidian, that might mean more games like Grounded (which found its audience and succeeded), and fewer games like The Outer Worlds 2 (which tried to be everything to everyone and ended up satisfying no one completely).


What the Industry Can Learn From Obsidian's Honesty - visual representation
What the Industry Can Learn From Obsidian's Honesty - visual representation

The Future of Role-Playing Games: Where Does Obsidian Fit?

Obsidian has always been known for one thing above all else: creating RPGs with depth, choice, and reactive storytelling. That's their DNA. That's what they're good at.

But RPGs are changing. The industry has consolidated around certain expectations and designs. Open-world games are expected to be massive. NPCs need to be photorealistic. Combat needs to be cutting-edge. Narrative needs to compete with Baldur's Gate 3 for ambition and scope.

For a studio like Obsidian, competing in that space requires massive budgets and resources. It means three-to-five-year development cycles. It means crunch and burnout. It means pressure to hit certain sales targets.

Maybe Obsidian's future isn't in trying to out-Larian Larian or out-Bethesda Bethesda. Maybe it's in carving out a different space. Smaller games with outsized ambition. Games that focus on what Obsidian does best—writing, character development, player agency—without trying to also have the best graphics or the biggest open world.

That's a theory, anyway. We'll find out soon enough as the studio releases new projects.

What's clear is that the era of Obsidian trying to be a mainstream AAA powerhouse might be over. They've tried it, and the market has spoken. Now they need to figure out what success looks like on the next scale down.


The Future of Role-Playing Games: Where Does Obsidian Fit? - visual representation
The Future of Role-Playing Games: Where Does Obsidian Fit? - visual representation

Conclusion: The End of an Era, or Just a Pivot?

The Outer Worlds 3 is dead. That's the headline. But the subheading is more interesting: Obsidian is learning how to be a different kind of studio.

For years, the gaming industry has been pushing bigger. Bigger budgets. Bigger worlds. Bigger marketing. Bigger everything. It made sense when games were selling in massive quantities and console cycles were predictable. But the industry has changed. The audience has fragmented. Expectations have been reset by exceptional games like Baldur's Gate 3.

Obsidian, by cancelling The Outer Worlds 3 and committing to better resource management, is acknowledging this shift. They're not going to try to be everything to everyone anymore. They're going to be more focused, more deliberate, and hopefully, more sustainable.

Will that approach work? Will Obsidian thrive with smaller games and longer development cycles between releases? We don't know yet. But at least they're being honest about it. At least they're learning from failure instead of just pushing forward and hoping things change.

For fans of The Outer Worlds, this is disappointing. No sequel is coming, probably ever. But the universes Obsidian has created will continue to exist. There will be DLC. There will be new games set in those worlds, even if they're not traditional sequels. And maybe, just maybe, Obsidian will create something new that's even more interesting than another Outer Worlds game would have been.

That's not a guarantee. That's just hope. And hope, like good game development, requires patience.


Conclusion: The End of an Era, or Just a Pivot? - visual representation
Conclusion: The End of an Era, or Just a Pivot? - visual representation

FAQ

Why did Obsidian cancel The Outer Worlds 3?

Obsidian cancelled The Outer Worlds 3 because The Outer Worlds 2 experienced disappointing sales, even though it received decent critical reviews. Studio head Fergus Urquhart stated that the financial performance didn't justify the investment, and the studio needed to reconsider how much budget and time they were putting into major projects. The decision also reflects broader concerns about unsustainable development practices.

What is Obsidian working on instead of The Outer Worlds 3?

Obsidian is working on several projects, including DLC for The Outer Worlds 2, Avowed, and Grounded 2. The studio is also developing entirely new games that haven't been announced yet. By spacing out releases and committing to longer development cycles, Obsidian is prioritizing quality and avoiding the crunch that occurred when they shipped three games in a single year.

Will there ever be an Outer Worlds 3 in the future?

There are currently no plans for The Outer Worlds 3, which typically means it's unlikely to happen. However, Obsidian hasn't completely ruled out exploring the universe in different formats or with different gameplay mechanics down the road. For now, it's effectively cancelled, though circumstances could change in a decade or more.

Did The Outer Worlds 2 get bad reviews?

No, The Outer Worlds 2 received decent reviews, with Metacritic scores in the low-to-mid 80s. Critical reception wasn't the problem. Instead, the game struggled with sales despite positive reviews, suggesting that good reviews don't automatically translate to commercial success in today's fragmented gaming market.

Is Avowed considered a success or failure?

Avowed was considered a "miss" by Obsidian, according to Fergus Urquhart, though it found an audience through Game Pass and had solid critical reception. However, the game didn't meet Obsidian's expectations despite being technically sound. The studio remains committed to the Avowed universe and plans to release DLC, including a PS5 version launching in February 2025.

Why did Obsidian release three games in 2024?

According to Urquhart, releasing three games in one year was "the result of things going wrong." Delays and scheduling issues compressed The Outer Worlds 2, Grounded 2, and Avowed into an unsustainably tight timeline. Obsidian has learned from this experience and is committing to more spaced-out releases in the future to avoid burnout and better manage resources.

What does this mean for other Obsidian franchises like Pillars of Eternity?

While Obsidian hasn't cancelled Pillars of Eternity entirely, the studio is taking a more cautious approach to franchise sequels. Instead of immediately developing Pillars of Eternity 3, they're exploring other ways to keep the Eora universe alive through spin-offs, DLC, and games set in the same world but with different gameplay mechanics.

Was Game Pass responsible for Outer Worlds 2's poor sales?

Not necessarily. Both The Outer Worlds 2 and Avowed released on Game Pass day one, but that didn't guarantee commercial success. While Game Pass provides access to millions of players, it doesn't guarantee engagement or purchases. The relationship between Game Pass plays and traditional revenue metrics remains unclear, as Microsoft doesn't publicly share detailed data.


FAQ - visual representation
FAQ - visual representation

Related Resources

For more information on game development decisions, industry trends, and how studios navigate franchise economics, explore our content on AAA game development, indie success stories, and the future of game publishing in 2025.

Related Resources - visual representation
Related Resources - visual representation


Key Takeaways

  • The Outer Worlds 2 experienced disappointing sales despite decent critical reviews, proving that positive reviews no longer guarantee commercial success in a saturated market
  • Obsidian released three major games in 2024, leading to unsustainable burnout and quality control issues that the studio is now actively working to prevent
  • Avowed and Grounded 2 had mixed results, with the survival game finding unexpected success where the ambitious fantasy RPG struggled to meet expectations
  • Game Pass day-one releases don't automatically ensure strong sales numbers, and Microsoft's parent company influence likely played a role in cancelling the sequel
  • Obsidian is shifting toward smaller-scale, more focused projects with longer development cycles rather than continuing to chase blockbuster status

Related Articles

Cut Costs with Runable

Cost savings are based on average monthly price per user for each app.

Which apps do you use?

Apps to replace

ChatGPTChatGPT
$20 / month
LovableLovable
$25 / month
Gamma AIGamma AI
$25 / month
HiggsFieldHiggsField
$49 / month
Leonardo AILeonardo AI
$12 / month
TOTAL$131 / month

Runable price = $9 / month

Saves $122 / month

Runable can save upto $1464 per year compared to the non-enterprise price of your apps.