In a brand new video on his YouTube channel, Obsidian studio design director Josh Sawyer dug into how he thinks about issue when making a sport. 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 gotten any insights into, or ideas about exposing extraordinarily granular issue choices to gamers?” requested viewer agroggybog. They went on to clarify that they had been an avid modder, digging into the heart 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 up to now into the weeds “formally,” or at the very least 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 issue choices nevertheless they like,” mentioned Sawyer. “And in the case of 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 enable for this degree issue customization by modding. In line with Sawyer, it is “harder to reveal these issues, particularly on an information degree” lately.
When it comes to providing such “micro-difficulty” choices in-game, he characterised it as a comparatively deprioritized side of constructing a sport, given the challenges and restricted assets attribute to sport growth. “I am not saying that is the way in which it ought to be,” mentioned Sawyer. “I am saying that is the way in which that it sometimes goes in sport growth.”
However when engaged on issue settings in RPGs, broad or granular, Sawyer has gravitated towards designing for forms of participant, slightly than degree of issue. “I do not suppose, ‘That is a simple participant, it is a exhausting participant.’ I feel you’ve gotten gamers that come to the video games for various causes,” Sawyer mentioned. “It is extra about ‘What are they attempting to get out of this sport?'” To that finish, he broke down RPG enjoyers (and thus Obsidian’s target market) into three broad classes:
Explorer: Folks with jobs, or “right here for an excellent time, not a tough time” in response to Sawyer. “Seemingly time-limited and concerned for a narrative that they get pleasure from, and so they do not wish to redo issues.”Adventurer: The Joe Sixpack median RPG participant who “needs somewhat extra friction, needs somewhat 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 calm down by enjoying Fallout 4 on Survival. Sawyer notes that, whereas they might admire aesthetics and story, they need video games which might be “immersive and simulative within the mechanics.”
Solely three sorts could appear reductive, but it surely actually does cowl the kinds of RPG gamers I’ve met and been. Me and my mates all was adventurers, however now I am a survivalist and people mates are attorneys and scientists (explorers, in the event that they play in any respect).
One factor Sawyer mentioned that acquired me pondering was that “Survivalists aren’t essentially involved in Pentiment,” an amusing evaluation of the combat-free thriller journey. On a second look, although, its complicated community of selections and penalties could possibly be an instance of immersive or simulative mechanics—it is actually a facet of design that guys on RPG Codex prefer to argue and get mad about, which is survivalist-coded.
In the direction of the top of the video, Sawyer echoes a few of the concepts he shared in an interview with us eventually 12 months’s GDC: Beginning with complicated, tough mechanics and options, however with the ability to collapse them into less complicated, simpler modes of play based mostly on participant desire. One instance he gave within the video was bullet drop, the sort you see in Name of Obligation or Battlefield. In an RPG, that is survivalist crimson meat, however presumably annoying for an explorer or adventurer. Sawyer’s answer? Giving gamers the choice to show it off solely.
“Ultimately, giving extra granular issue choices is an excellent factor,” Sawyer concluded. “I feel we should always prioritize it extra—I feel I ought to prioritize it extra.”

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