Updated
Updated · Kotaku · Jul 20
Josh Sawyer Says RPGs Need Limits, Not 100% Player Control
Updated
Updated · Kotaku · Jul 20

Josh Sawyer Says RPGs Need Limits, Not 100% Player Control

1 articles · Updated · Kotaku · Jul 20

Summary

  • Sawyer said role-playing games work best when players can shape many outcomes but still cannot control everything, arguing that limits make choices feel more immersive and consequential.
  • Deadfire and Pentiment were his examples: players cannot stop Eothas in Pillars of Eternity 2, and in Pentiment they must accuse someone of murder without ever knowing the truth.
  • Those constraints are deliberate, he said, because many RPGs train players to expect they can defeat any villain or solve every problem, weakening tension and moral weight.
  • The comments matter because Sawyer is reportedly directing Obsidian's already announced Fallout game, suggesting it could emphasize hard trade-offs over all-powerful completionist play.

Insights

Will Josh Sawyer's philosophy of 'agony' redefine the blockbuster RPG, or will it alienate a fanbase seeking power and victory?
After a studio reset and layoffs, can Obsidian's new Fallout thrive under Xbox's strategy or will creative vision be compromised?