Role-playing games are at their most compelling when players are presented with situations they cannot fully control, according to Josh Sawyer, reportedly directing Obsidian Entertainment's upcoming Fallout game. Sawyer, known for his work on Fallout: New Vegas and Pillars of Eternity, shared his views in a recent interview, suggesting that the best RPG experiences occur when players can influence events but not dictate every outcome.
Sawyer explained that many RPGs condition players to believe they can overcome any obstacle, whether through combat or dialogue. However, he argues this often diminishes the impact of choices. He pointed to Pillars of Eternity II: Deadfire, where players are explicitly told they cannot stop the character Eothas's actions, a narrative choice that some players found challenging but ultimately rewarding, while others struggled with the imposed limitations.
"So many problems are just human problems. They’re part of the reality of life and being a human being and living on this planet with other people right now. And even in a fantastic world, there are still going to be powers that are beyond you. There are things that you can’t overwhelm," Sawyer stated. This philosophy extends to Obsidian's other titles, such as Pentiment. In that game, players must make a difficult choice by accusing someone of murder, even when definitive proof is elusive. The consequence of this choice, including a potentially grim execution, is presented to the player, forcing them to confront the repercussions of their imperfect decisions.
Sawyer believes this approach encourages players to deeply examine their values and confront the emotional weight of their choices. Unlike RPGs where protagonists can seemingly solve every problem and defeat every foe, Obsidian's design philosophy, as exemplified by games like Pentiment and Fallout: New Vegas, aims to create lingering consequences and foster online discussions about the moral complexities of player agency. This focus on imperfect choices and uncontrollable elements, Sawyer suggests, is key to creating memorable and meaningful RPG moments.