Obsidian Director on New Fallout Game: RPGs Shine When Players Can’t Control Everything

Josh Sawyer is reportedly at the helm of the upcoming Fallout title from Obsidian. While details are still under wraps, fans can expect a game that challenges players with tough decisions, where not every problem can be solved through brute force or deception.

In a recent interview, Sawyer shared his insights on what makes role-playing games truly engaging. He believes that players feel most invested when they have significant control over their choices, yet still face limitations that create a sense of realism.

“I think I’ve explored this in many of the games I’ve worked on, with varying degrees of success and audience reception,” Sawyer noted.

He referenced *Pillars of Eternity 2: Deadfire*, where players cannot stop the god-like entity Eothas from fulfilling his agenda. “You’re made aware that he’s beyond your ability to physically intervene,” he explained.

Despite this, some players still attempted to confront Eothas, a testament to how many RPGs have conditioned gamers to believe they can overcome any formidable foe. When players discover they can only mitigate the fallout of Eothas’s actions, some appreciate the narrative constraints, while others may find it jarring that defeating such a powerful enemy is off the table.

“Part of that concept was to challenge the notion of ‘I’m the protagonist, I can do anything,’” Sawyer said. “In RPGs, we excel at making players confront their choices, which often feel imperfect. It creates a tension where you have to choose between two morally ambiguous options and decide which holds the most weight.”

He emphasized that many challenges in games reflect real human dilemmas. “Even in a fantastical setting, there will always be forces beyond your control,” he added.

Sawyer also highlighted a moment from Obsidian’s *Pentiment*, where players must accuse someone of murder without ever truly knowing the culprit. “You realize someone is going to die, and you have to make a choice,” he explained. “This forces players to reflect on their values: Is it more important to condemn the person I believe is guilty, the one I dislike, or the one the community will miss the least? It’s a complex decision.”

After making such a difficult choice, players witness the execution, which can be a harrowing experience. “Many players end up wishing they hadn’t made that choice,” Sawyer said with a smile. “They often feel uncertain if there was a better option, but that’s the reality of the situation.”

While we still don’t know what Sawyer’s Fallout game will entail or when it will be released, his thoughts on RPGs and the weight of player choices are compelling.

Many RPGs, including those from Bethesda, allow players to unlock everything, complete every quest, and defeat every antagonist. While this can be enjoyable, it often diminishes the tension and leads to experiences that lack memorable moments. This isn’t the case in titles like *Pillars of Eternity* or *New Vegas*, where choices resonate with players long after the game ends, sparking discussions about the right and wrong decisions. If Obsidian’s Fallout game captures this essence, I’ll be there on launch day.

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