Josh Sawyer, the director behind Fallout: New Vegas, has outlined his vision for role-playing games, emphasizing a desire for players to experience a "sense of agony" through difficult choices rather than the empowerment of being an "all-powerful god-splatterer." These comments come as Sawyer reportedly takes the lead on a new Fallout title at Obsidian Entertainment.
Sawyer explained in an interview that players are often conditioned by RPGs to expect their characters to be exceptionally capable, capable of overcoming any obstacle. He contrasted this with his approach, citing the example of Eothas, a deity from Pillars of Eternity 2: Deadfire, whom players cannot defeat. This, Sawyer suggests, leads to a "sense of agony" when players are presented with imperfect options that still carry significant weight, compelling them to make meaningful decisions without the guarantee of a perfect outcome.
This philosophy appears to diverge from Bethesda's approach to its mainline Fallout entries, particularly under Todd Howard. Bethesda's design ethos has historically prioritized player agency and allowing players to pursue their desired actions, often responding with a "Yes" to player curiosity. Howard has spoken about rewarding player exploration and allowing them to "make it their own" by the paths they choose.
These differing philosophies are likely to set apart Obsidian's and Bethesda's upcoming Fallout games. This contrast mirrors their previous work; Fallout 3 and Fallout 4, while featuring multiple factions and choices, largely centered on the player as a powerful, often armored, savior or conqueror. The worlds in these titles tend to feel reactive to the player's ultimate decisions, akin to experiences in games like Skyrim where the player is instrumental in averting major catastrophes.
However, Bethesda's games are not entirely devoid of scenarios where player influence is limited. Oblivion, for instance, positions the player as a key figure assisting in the defeat of the Daedric invasion, but ultimately leaves the player to a less impactful post-game existence. The ending, with the Empire still in turmoil, offers a sense of unresolved imperfection and foreboding.
Sawyer's emphasis on "agony" suggests a design that leans into the consequences of player choices, even those where the player cannot dictate the absolute outcome. The potential for these contrasting design philosophies to clash within the same franchise offers an intriguing prospect for fans. The debate over whether RPGs should cater to power fantasies or present players with challenging, imperfect decisions remains a central point of discussion in the genre.