Obsidian's Josh Sawyer on RPG Player Archetypes and Granular Difficulty

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Obsidian's design director, Josh Sawyer, recently shared his insights on game difficulty, moving beyond conventional definitions to categorize players into distinct archetypes. Instead of merely adjusting challenge levels, Sawyer focuses on understanding player motivations, proposing three categories: Explorer, Adventurer, and Survivalist. This approach suggests a more nuanced development strategy, aiming to align game mechanics and features with what different players genuinely seek from their experience. He also touched upon the increasing challenges in offering highly customizable in-game options and robust modding support in modern game development, attributing this to resource constraints and evolving technical complexities, even while acknowledging the benefits such flexibility brings.

Sawyer's thoughts were unveiled in a recent video on his YouTube channel, sparked by a viewer's inquiry about implementing highly detailed difficulty settings, especially concerning modding capabilities. The viewer, an avid modder of games like Pillars of Eternity 2: Deadfire, highlighted the desire for granular control over game mechanics, such as character progression curves. Sawyer expressed his agreement with the sentiment, stating that if resources were infinite, he would fully support players customizing their in-game difficulty and freely modding game data. However, he acknowledged that modern game development often faces limitations, making the extensive exposure of game data for modding purposes more difficult than in earlier titles like Icewind Dale or Fallout: New Vegas.

Addressing the core of his philosophy, Sawyer revealed his preference for designing around player intentions rather than predefined difficulty levels. He classifies RPG players into three archetypes: the Explorer, who seeks an engaging story without significant challenges due to time constraints; the Adventurer, who desires a moderate level of challenge and engagement; and the Survivalist, who thrives on immersive and complex mechanics, often seeking the most arduous experiences. This framework allows developers to cater to diverse player bases by understanding their primary motivations for playing, ensuring a more fulfilling experience for everyone.

Sawyer elaborated on the characteristics of each player type. Explorers, often with busy schedules, prioritize narrative and immersive storytelling, preferring a smoother journey through the game's world. Adventurers, representing the median player base, look for a balanced experience that offers both challenge and reward without delving into overly complex systems. Survivalists, on the other hand, are the hardcore enthusiasts who are drawn to intricate mechanics, realistic simulations, and a high degree of difficulty, finding satisfaction in overcoming the game's most demanding aspects. Sawyer humorously noted that even a combat-free game like Pentiment could appeal to Survivalists through its complex choices and consequences.

Concluding his discussion, Sawyer reiterated a point he made at a previous GDC interview: that game design should ideally start with complex systems that can then be streamlined into simpler modes to accommodate different player preferences. He used the example of bullet drop in first-person shooters, which can be a deeply engaging mechanic for a Survivalist but an unnecessary complication for an Explorer. His proposed solution involves providing players with the option to disable such features, thereby offering a truly customizable experience. Ultimately, Sawyer championed the importance of granular difficulty options, expressing a personal commitment to prioritizing them more in future projects.

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