Josh Sawyer Continues Quest for Ideal RPG Armor System
Veteran designer Josh Sawyer still seeks to perfect RPG armor systems after decades of experience. He praises Ghost of Tsushima's approach while admitting dissatisfaction with Avowed's. Sawyer aims for a more simulation-focused design inspired by the classic Darklands.
Coverage across 2 outlets
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.