In a brand new video on his YouTube channel, Obsidian studio design director Josh Sawyer dug into how he thinks about problem when making a recreation. Finally, he sees it as much less a query of setting immutable challenges for gamers to beat, and extra anticipating what they need out of the expertise and responding to that.
“Do you’ve any insights into, or ideas about exposing extraordinarily granular problem choices to gamers?” requested viewer agroggybog. They went on to elucidate that they had been an avid modder, digging into the center of video games like Pillars of Eternity 2: Deadfire to tweak the development curves of participant stats—which is about as granular a problem modifier as you will get.
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They additional requested for Sawyer’s ideas on the price/profit evaluation of letting gamers get to this point into the weeds “formally,” or no less than baking within the modding freedom to take action.
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“If it value nothing—which it doesn’t—then I might say let gamers in-game set their problem choices nevertheless they like,” stated Sawyer. “And with regards to exposing information tables and letting gamers mod that stuff, let ’em do regardless of the heck they need.”
The character of this query has modified over the course of his profession, although—he pointed to Black Isle and early Obsidian RPGs like Icewind Dale, Neverwinter Nights 2, and Fallout: New Vegas as video games that simply permit for this degree problem customization via modding. In keeping with Sawyer, it is “tougher to reveal these issues, particularly on an information degree” nowadays.
When it comes to providing such “micro-difficulty” choices in-game, he characterised it as a comparatively deprioritized facet of creating a recreation, given the challenges and restricted assets attribute to recreation improvement. “I am not saying that is the way in which it must be,” stated Sawyer. “I am saying that is the way in which that it usually goes in recreation improvement.”
However when engaged on problem settings in RPGs, broad or granular, Sawyer has gravitated towards designing for forms of participant, slightly than degree of problem. “I do not assume, ‘That is a simple participant, it is a exhausting participant.’ I believe you’ve gamers that come to the video games for various causes,” Sawyer stated. “It is extra about ‘What are they making an attempt to get out of this recreation?'” To that finish, he broke down RPG enjoyers (and thus Obsidian’s target market) into three broad classes:
Explorer: Individuals with jobs, or “right here for a very good time, not a tough time” in accordance with Sawyer. “Probably time-limited and concerned for a narrative that they take pleasure in, they usually do not wish to redo issues.”Adventurer: The Joe Sixpack median RPG participant who “needs a bit extra friction, needs a bit extra problem,” however they most likely do not know what THAC0 is and understandably do not care to search out out.Survivalist: Actual sick puppies, those who full Pillars of Eternity’s “The Final Problem” or chill out by enjoying Fallout 4 on Survival. Sawyer notes that, whereas they might recognize aesthetics and story, they need video games which might be “immersive and simulative within the mechanics.”
Solely three sorts could seem reductive, however it actually does cowl the kinds of RPG gamers I’ve met and been. Me and my pals all was once adventurers, however now I am a survivalist and people pals are attorneys and scientists (explorers, in the event that they play in any respect).
One factor Sawyer stated that bought me considering was that “Survivalists aren’t essentially taken with Pentiment,” an amusing evaluation of the combat-free thriller journey. On a second look, although, its complicated community of decisions and penalties may very well be an instance of immersive or simulative mechanics—it is actually a facet of design that guys on RPG Codex wish to argue and get mad about, which is survivalist-coded.
In direction of the tip of the video, Sawyer echoes a few of the concepts he shared in an interview with us finally yr’s GDC: Beginning with complicated, tough mechanics and options, however with the ability to collapse them into easier, simpler modes of play primarily based on participant desire. One instance he gave within the video was bullet drop, the type you see in Name of Responsibility or Battlefield. In an RPG, that is survivalist purple meat, however probably annoying for an explorer or adventurer. Sawyer’s resolution? Giving gamers the choice to show it off totally.
“Ultimately, giving extra granular problem choices is an excellent factor,” Sawyer concluded. “I believe we should always prioritize it extra—I believe I ought to prioritize it extra.”


