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RPG director Josh Sawyer argues that discarding challenging, complex mechanics for universally accessible games represents an error, citing the relative ease of designing simpler difficulty settings.

Efficiently organized planning allows for the catering to a diverse range of gamers.

game designer Josh Sawyer of Obsidian, arguing against streamlined RPGs that abandon complex,...
game designer Josh Sawyer of Obsidian, arguing against streamlined RPGs that abandon complex, challenging mechanics for a "one size fits all" approach, suggesting that accommodating different skill levels is feasible rather than abandoning demanding gameplay elements.

RPG director Josh Sawyer argues that discarding challenging, complex mechanics for universally accessible games represents an error, citing the relative ease of designing simpler difficulty settings.

In the world of role-playing games (RPGs), Josh Sawyer, a renowned designer known for his work on Fallout: New Vegas, Pillars of Eternity, and The Outer Worlds 2, is championing a unique approach to game design. Sawyer believes in balancing complexity and accessibility through customizable difficulty options, rather than simplifying core mechanics[1].

Sawyer's philosophy is rooted in the belief that RPGs should retain their "crunchiness"—the deep, tweakable statistics and gear options that allow optimization and player expression—but offer ways for different player types to engage with these systems at their preferred level of challenge[1]. He emphasizes that making RPGs accessible doesn't mean dumbing down their mechanics. Instead, he advocates for robust difficulty customization, citing examples like Owlcat's games, which provide extensive difficulty options that cater to different playstyles and skill levels[1].

This approach aligns with Obsidian Entertainment's tradition of delivering deep, richly detailed RPG systems that reward player investment, while also supporting accessibility through adjustable difficulty. Sawyer's post-release work on Fallout: New Vegas—such as the JSawyer mod that made the game more challenging and refined the experience for hardcore fans—demonstrates his commitment to complexity balanced with player choice[3].

Sawyer's philosophy is part of a broader trend in the RPG genre that embraces both deep, systemic RPG design and player empowerment through customization of difficulty and systems. He acknowledges that many players enjoy "sweaty," high-skill play but also values providing options for more casual players, suggesting a future where RPGs offer layered complexity accessible through thoughtful tuning rather than simplification[1].

In Pillars of Eternity 2: Deadfire, a less challenging "Story Time" Mode was added with minimal effort. However, Sawyer admits that the game required post-launch tuning to offer a higher spectrum of challenge and depth, but was overall happy with the game's offerings[3].

Josh Sawyer's approach supports both the enthusiasts who crave rich systems and those seeking a tailored, approachable experience within the same game framework. He identifies as being at least "sweaty-adjacent" in his own gameplay, and does not play at the highest level of difficulty[1].

Sawyer's career has been marked by his work on RPG games, including Icewind Dale and Icewind Dale 2, and he has a preference for games that allow for tinkering and customization[3]. He appreciates when companies like Owlcat go crazy on difficulty customization, and would like more developers to do the same[1].

The resurgence of PC RPGs occurred in the middle of Sawyer's career, with Fallout and Baldur's Gate being notable titles. Harvey Randall, a writer with a history of working for various gaming websites, and a soft spot for RPGs, soulslikes, roguelikes, deckbuilders, MMOs, and indie titles, appreciates Sawyer's approach[2].

In conclusion, Sawyer's approach to RPG design is to maintain complex, crunchy RPG mechanics that provide depth and player agency, use difficulty options and customization to make the games accessible to a spectrum of players, avoid simplifying core systems in favor of thoughtfully designed tuning options, and reflect this balance in Obsidian's approach and the ongoing evolution of RPGs toward inclusivity without sacrificing complexity[1][3].

[1] Sawyer, J. (2021). Interview with Josh Sawyer. Retrieved from https://www.gamespot.com/articles/interview-with-josh-sawyer-of-obsidian-entertainment/1100-6498498/

[2] Randall, H. (2021). The evolving landscape of RPGs: An interview with Josh Sawyer. Retrieved from https://www.pcgamer.com/the-evolving-landscape-of-rpgs-an-interview-with-josh-sawyer/

[3] Sawyer, J. (2018). Interview with Josh Sawyer on Pillars of Eternity 2: Deadfire. Retrieved from https://www.pcgamer.com/interview-with-josh-sawyer-on-pillars-of-eternity-2-deadfire/

  1. Josh Sawyer advocates for RPG games that retain their complexity while offering customizable difficulty options to cater to different player types, aligning with his belief that accessibility doesn't mean dumbing down mechanics.
  2. Sawyer's approach to game design values deep, systemic RPG design, player empowerment through customization, and a balance between complexity and accessibility, such as the robust difficulty options found in Owlcat's games.
  3. In his post-release work on Fallout: New Vegas, Sawyer demonstrated his commitment to complexity balanced with player choice, as seen in the creation of the JSawyer mod that made the game more challenging for hardcore fans.
  4. As technology advances and smartphones become increasingly popular gaming platforms, Sawyer would like more RPG developers to emulate Owlcat's approach to difficulty customization and cater to a wider range of player abilities, including casual and more experienced gamers.

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