Star Wars Outlaws Devs Talk Open-World Elements

Star Wars Outlaws Devs Talk Open-World Elements

As a devoted Star Wars enthusiast who’s spent countless hours wandering the digital corridors of the Mos Eisley cantina and dreaming about stepping foot on Tatooine’s sun-scorched sands, I must admit I was utterly captivated by the recent revelations regarding the creation of these iconic planets for Star Wars Outlaws.


While other Star Wars games have offered players a degree of planetary exploration, Star Wars Outlaws represents the initial open-world Star Wars experience not linked to MMORPGs or LEGO series. This unique approach posed numerous challenges for the experienced open-world developers at Ubisoft, resulting in an expansive tale of galactic scoundrels that young Han Solo enthusiasts could only previously fantasize about.

Game Rant recently chatted with Mathias Karlson, the director of the upcoming game “Star Wars Outlaws,” as well as Benedikt Podlesnigg, their art and world director, to discuss Ubisoft’s methods in crafting an authentic open-world “Star Wars” experience. They emphasized the significance of providing players with freedom, compelling exploration opportunities, and immersive Star Wars environments. Here are some highlights from the interview (which has been condensed for conciseness and clarity).

Open World Exploration in Star Wars Outlaws

Star Wars Outlaws Devs Talk Open-World Elements

What methods are used in the open world of Star Wars Outlaw to motivate and acknowledge additional discovery and exploration, apart from main missions?

Enjoying Star Wars Outlaws the most is when you immerse yourself in it as a single, continuous journey. It’s not about prioritizing main or secondary objectives; rather, you embody the character Kay Vess, a street-smart scoundrel, alongside her companion Nix, navigating the Star Wars universe as thieves. Pay attention to your surroundings, overhear conversations, explore the world… there’s always something intriguing to discover. The discoveries are usually worthwhile; they might be items for enhancing your skills, a stylish new look for your speeder or starship, or additional missions and unforeseen circumstances.

A: What role does player autonomy play in open-world video games? How do players choose their destination or action at the next moment? Is it possible for there to be multiple solutions to a goal?

As a player, I find that the essence of this game lies in agency and freedom. It’s not just about deciding where to go next or what action to take, but also about the way I handle various situations. Do I opt for stealth or a head-on approach with my blaster? The decisions are mostly mine – even the tough ones about the repercussions I’m ready to face at that moment.

As a loyal follower, I’ve noticed that my actions can significantly influence my standing among the criminal underworld factions, either elevating or diminishing my status. This, in turn, determines the array of benefits, challenges, and dangers that cross my path. Should I breach the laws of the Empire, my transgressions will not go unnoticed, and I’ll be hunted relentlessly by those who uphold its order.

In my opinion, the game is most enjoyable when you allow your reputation and influence to naturally fluctuate. This freedom allows you to capitalize on opportunities and work towards your personal objectives at your own pace. The dynamic relationship between friends and enemies adds an exciting element to the experience. At its core, our open-world design encourages self-motivation, with your curiosity leading the way. And, every time you satisfy that curiosity, it pays off.

A: Could you elaborate on some additional tasks and interactions Kay Vess may encounter while venturing through different planets?

The game offers numerous activities to engage with… In my opinion, viewing it as a single, unified experience is crucial. Alongside the main storyline, there are plenty of diversions tailored for a roguish lifestyle. For instance, tracking down Kessel Sabacc locations and competing against high-stakes players can be quite enjoyable and profitable.

Question: In general terms, how closely does Star Wars Outlaws follow and deviate from the common traits of an open-world game typically produced by Ubisoft?

This is a journey fueled by curiosity, where you’ll interact with the world and its inhabitants to uncover things that captivate you and paths to explore. You might eavesdrop on conversations to gather hints about the next hidden gem or follow an expert to unlock a skill you desire. The world and its denizens are the foundation for your advancement, serving as the key to your progression.

Was there a significant difference in the creative liberty you took when portraying famous places such as Mos Eisley compared to lesser-known or unique locations while working on your project?

Lucasfilm Games granted us a significant amount of creative liberty and collaborated closely with us to maintain the accuracy of iconic locales. Our team, being ardent Star Wars enthusiasts, were meticulous about adhering to the original content, particularly with Tatooine. The ability to truly immerse oneself in the Mos Eisley cantina, traverse it freely, and interact with it within an open-world setting is nothing short of awe-inspiring.

In our proposal for Toshara, we took our concept to Lucasfilm Games and collaborated closely with them to ensure cohesion. With a great deal of creative liberty at our disposal, we immersed ourselves in world-building to craft a moon that harmoniously blends into the Star Wars universe while also feeling authentic.

Designing Iconic Planets For Star Wars Outlaws

A: As a fan creating Tatooine, I had to consider certain aspects and potential hurdles to capture the ’70s/’80s ambiance of the planet rather than its portrayal in later works like The Clone Wars or The Book of Boba Fett.

In our research process, we delved deeply into relevant resources. Beyond studying Star Wars-related content, we also explored the elements that could have sparked inspiration for filmmakers during the movie’s production era.

To ensure authenticity for Tatooine in our depiction, we studied references from the movies, such as filming sites like Death Valley and Tunisia. Additionally, we aimed to reflect the visual representations of certain locations depicted in the books. This method assists in maintaining the timeless quality that is crucial to the Star Wars brand. Each era contributes its distinct style, contributing to the unique world-building characteristic of Star Wars.

Q: Can you discuss how your version of Cantonica may differ from its depiction in The Last Jedi?

For Cantonica, we envisioned what the place might look like 30 years prior to its movie appearance. Picture an area that’s still under development, featuring a substantial workers’ district side by side with opulent Casinos. This allowed us to effectively demonstrate a stark contrast in locations.

A: How did the decision-making process and design of the planets Tatooine, Cantonica, and Kijimi unfold, given that their depictions in our films align with those seen on screen?

In creating the settings for both Kijimi and Canto Bight in their respective films, we had access to resources provided by Lucasfilm. These resources significantly aided us in maintaining an accurate representation of the original layouts of these locations within the Star Wars universe.

In your question, you asked about the potential restrictions or creative liberties taken when developing the planets Akiva and Toshara, since Akiva is only featured in novels and Toshara is a recent addition to Star Wars lore. Is this correct?

For Akiva, we immersed ourselves in the books… going beyond surface-level reading and delving deep into the vivid portrayal of the world. We developed a visual vocabulary that mirrored these descriptions. To illustrate, if the book described buildings as having a thick stucco material, you’d find such structures in the game with a textured, thick layer of painted stucco. Furthermore, the concept of monkey lizards, portrayed as invasive species, being the city’s nuisance was ingeniously incorporated into the game.

For Toshara, we aimed to design a setting that is authentic yet harmonious within the Star Wars universe. The focus was on a particular biome found across Star Wars locations. We chose the African savanna as our biome and infused it with an exotic touch from Amberine. We then introduced wind into this mix and visualized how these elements would interplay, shaping the flora, fauna, culture, and overall atmosphere of the location.

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2024-08-25 17:05