Josh Sawyer
Reporting and statements that mention Josh Sawyer.
Latest coverage
When it comes to RPG design, Fallout: New Vegas lead Josh Sawyer says Ghost of Tsushima and Yotei have "some of the…
Fallout: New Vegas lead designer Josh Sawyer praised Sucker Punch Productions and Sony Interactive Entertainment for their armor design in Ghost of Tsushima and Ghost of Yotei. Sawyer highlighted how artistic freedom and streamlined stat bonuses contribute to effective and visually appealing armor sets in RPGs.
I never change weapons in RPGs, which means I've made Obsidian director Josh Sawyer's life a living hell when it comes to making cool armour systems
Obsidian director Josh Sawyer discusses the challenges of designing compelling armor systems in RPGs, particularly when players like himself tend to stick to a single weapon and armor set. He cites Darklands as an inspiration for its rock-paper-scissors approach to combat and armor interaction, but notes that player adherence to character concepts can make implementing such systems difficult.
After 26 years of RPGs, Obsidian legend Josh Sawyer admits he's still trying to make a good armor system
Obsidian design director Josh Sawyer, an RPG veteran, admits he is still striving to create an ideal armor system, citing the 1992 RPG Darklands as a benchmark he has yet to surpass. Sawyer expressed dissatisfaction with Avowed's armor system, which he felt was designed as a progression gate that players disliked, and discussed his vision for a more simulative and historical approach inspired by Darklands.
Fallout: New Vegas director says it's "fine" Crimson Desert's story is so bad that developer Pearl Abyss has to patch it, "even if it isn't ideal"
Pearl Abyss is planning to refine the narrative of Crimson Desert based on player feedback, a move that Fallout: New Vegas director Josh Sawyer deems acceptable. The developer will focus on improving story coherence and engagement for Kliff's journey. This decision to rework narrative elements post-launch is seen as a positive step, even if unconventional.
Fallout: New Vegas director's hopes for the RPG were shaped by how little time Obsidian had to work on it: "We can't set our sights on anything crazier than this"
Fallout: New Vegas director Josh Sawyer discussed how the game's development constraints, particularly the 18-month deadline, shaped his goals for the RPG. He explained that the team focused on storytelling and quest reactivity, leveraging existing assets from Bethesda to achieve their vision within the limited timeframe.
Evening Interviews
Cryptic Studios head Jack Emmert stated that the success of New World indicates a strong demand for MMORPGs, suggesting the genre is ready for innovation. The article also touches on Josh Sawyer's journey into the gaming industry.
RPG legend Josh Sawyer says Obsidian doesn't hate Baldur's Gate 3-style romance, "it's more that it is not typically the wheelhouse we have operated in"
Obsidian Entertainment's Josh Sawyer explained that the studio doesn't typically include extensive romance options in its RPGs due to the significant time investment required and tonal considerations. While not opposed to romance in games, Sawyer clarified that Obsidian's focus has historically been elsewhere, differentiating their approach from titles like Baldur's Gate 3.
Debate: Is turn-based or real-time-with-pause better for CRPGs?
This article debates whether turn-based combat or real-time-with-pause is superior for Computer Role-Playing Games (CRPGs), using Baldur's Gate 3 as a primary example. It explores arguments for both systems, highlighting how turn-based combat allows for more intricate and puzzle-like encounters, a view supported by developers like Josh Sawyer of Obsidian Entertainment and the progression of Owlcat Games' titles.
A minor Fallout: New Vegas quest got its own ending slide because the team was transfixed by the choice where you make…
Obsidian studio design director Josh Sawyer discussed the arbitrary nature of which quests receive ending slides in Fallout: New Vegas. He highlighted a minor quest, 'Flags of Our Foul-Ups,' which received an ending slide due to the team's fascination with the consequences of a player choice involving drugs.
With Windrose making waves and the Black Flag remake on the horizon, methinks it's a fine time for a pirate quiz,…
This article presents a quiz focused on pirate-themed video games, highlighting titles like Windrose and the upcoming Assassin's Creed 4: Black Flag remake. It questions players on their knowledge of various pirate games, including The Secret of Monkey Island, Sid Meier's Pirates!, and Sea of Thieves, while also touching upon the genre's current popularity.
After 15 years and 323 hours, I've finally beaten Fallout: New Vegas, and this game doesn't need mods as much…
After 15 years and 323 hours, the author finally completed Fallout: New Vegas for the first time, advocating for playing the game with minimal mods. While acknowledging the value of bug fixes, the piece argues that extensive modifications can detract from the core experience, turning the game into an open-ended platform rather than a curated RPG. The author shares their personal experience of a more fulfilling playthrough with a focus on essential bug fixes and minor cosmetic tweaks.
Fallout: New Vegas Remaster Unlikely Since Bethesda Lacks “Engineering Know-How”, Says Avellone
Designer Chris Avellone believes a remaster of Fallout: New Vegas is unlikely because Bethesda lacks the necessary engineering expertise. He noted that Bethesda's past acquisition of source code from Obsidian Entertainment for a small bonus indicates their limited capability to recreate the game. While both studios are now owned by Microsoft, Avellone suggests Bethesda should first attempt a Fallout 3 remaster to gain experience.
Pillars of Eternity's turn-based mode is finally out in full, and Obsidian have also kindly turned off the invisible treadmills
Obsidian Entertainment has officially released the full turn-based mode for Pillars of Eternity, which had been in beta testing since November. This update also includes various general combat tweaks, interface improvements, and fixes for issues such as characters getting stuck in running animations during cutscenes. The developer noted that while major bugs have been addressed, they will continue to release patches for the new mode.
11 years after launch, Pillars of Eternity's new turn-based mode feels like the way it's meant to be played
Obsidian Entertainment has released a major update for Pillars of Eternity, adding a full turn-based combat mode alongside its original real-time with pause mechanics. This new mode, previously in beta, offers a more deliberate approach to combat, making each decision impactful and potentially providing a gentler introduction for new players or a fresh experience for veterans. The update also improves upon the turn-based system introduced in Pillars of Eternity II: Deadfire.
Pentiment director offers advice to develop games quicker
Josh Sawyer, director of Pentiment, offers advice to game developers on how to create games more efficiently. His insights focus on streamlining the development process for quicker and smoother production.
Pentiment director: experimenting during a game's production is 'extremely risky'
Pentiment director Josh Sawyer emphasizes the risks of experimentation during game production, advocating for a scrappy approach and reusing assets to meet tight deadlines. He notes that while Pentiment took three years with a small team, significant rewrites during beta were necessary and ultimately beneficial. Sawyer also touches on the challenges of developing larger titles like Avowed and The Outer Worlds 2, which experienced delays and budget overruns due to internal complications.
The future of RPGs is isometric
The isometric role-playing game genre is experiencing a significant resurgence, driven by the success of titles like Baldur's Gate 3 and Disco Elysium. This trend sees developers embracing the classic top-down perspective, bridging the gap between modern AAA RPGs and older, more hardcore cRPGs, with new projects emerging across indie, AA, and even AAA studios.