Добавить новость
Январь 2010 Февраль 2010 Март 2010 Апрель 2010 Май 2010
Июнь 2010
Июль 2010 Август 2010
Сентябрь 2010
Октябрь 2010
Ноябрь 2010
Декабрь 2010
Январь 2011
Февраль 2011 Март 2011 Апрель 2011 Май 2011 Июнь 2011 Июль 2011 Август 2011
Сентябрь 2011
Октябрь 2011 Ноябрь 2011 Декабрь 2011 Январь 2012 Февраль 2012 Март 2012 Апрель 2012 Май 2012 Июнь 2012 Июль 2012 Август 2012 Сентябрь 2012 Октябрь 2012 Ноябрь 2012 Декабрь 2012 Январь 2013 Февраль 2013 Март 2013 Апрель 2013 Май 2013 Июнь 2013 Июль 2013 Август 2013 Сентябрь 2013 Октябрь 2013 Ноябрь 2013 Декабрь 2013 Январь 2014 Февраль 2014
Март 2014
Апрель 2014 Май 2014 Июнь 2014 Июль 2014 Август 2014 Сентябрь 2014 Октябрь 2014 Ноябрь 2014 Декабрь 2014 Январь 2015 Февраль 2015 Март 2015 Апрель 2015 Май 2015 Июнь 2015 Июль 2015 Август 2015 Сентябрь 2015 Октябрь 2015 Ноябрь 2015 Декабрь 2015 Январь 2016 Февраль 2016 Март 2016 Апрель 2016 Май 2016 Июнь 2016 Июль 2016 Август 2016 Сентябрь 2016 Октябрь 2016 Ноябрь 2016 Декабрь 2016 Январь 2017 Февраль 2017 Март 2017 Апрель 2017 Май 2017
Июнь 2017
Июль 2017
Август 2017 Сентябрь 2017 Октябрь 2017 Ноябрь 2017 Декабрь 2017 Январь 2018 Февраль 2018 Март 2018 Апрель 2018 Май 2018 Июнь 2018 Июль 2018 Август 2018 Сентябрь 2018 Октябрь 2018 Ноябрь 2018 Декабрь 2018 Январь 2019
Февраль 2019
Март 2019 Апрель 2019 Май 2019 Июнь 2019 Июль 2019 Август 2019 Сентябрь 2019 Октябрь 2019 Ноябрь 2019 Декабрь 2019 Январь 2020
Февраль 2020
Март 2020 Апрель 2020 Май 2020 Июнь 2020 Июль 2020 Август 2020 Сентябрь 2020 Октябрь 2020 Ноябрь 2020 Декабрь 2020 Январь 2021 Февраль 2021 Март 2021 Апрель 2021 Май 2021 Июнь 2021 Июль 2021 Август 2021 Сентябрь 2021 Октябрь 2021 Ноябрь 2021 Декабрь 2021 Январь 2022 Февраль 2022 Март 2022 Апрель 2022 Май 2022 Июнь 2022 Июль 2022 Август 2022 Сентябрь 2022 Октябрь 2022 Ноябрь 2022 Декабрь 2022 Январь 2023 Февраль 2023 Март 2023 Апрель 2023 Май 2023 Июнь 2023 Июль 2023 Август 2023 Сентябрь 2023 Октябрь 2023 Ноябрь 2023 Декабрь 2023 Январь 2024 Февраль 2024 Март 2024 Апрель 2024 Май 2024 Июнь 2024 Июль 2024 Август 2024 Сентябрь 2024 Октябрь 2024 Ноябрь 2024 Декабрь 2024 Январь 2025 Февраль 2025 Март 2025 Апрель 2025 Май 2025 Июнь 2025 Июль 2025 Август 2025 Сентябрь 2025 Октябрь 2025 Ноябрь 2025 Декабрь 2025 Январь 2026
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27
28
29
30
31
Game News |

Instead of difficulty, Obsidian designer Josh Sawyer thinks in terms of 3 RPG player archetypes: 'What are they trying to get out of this game?'

In a new video on his YouTube channel, Obsidian studio design director Josh Sawyer dug into how he thinks about difficulty when making a game⁠. Ultimately, he sees it as less a question of setting immutable challenges for players to overcome, and more anticipating what they want out of the experience and responding to that.

"Do you have any insights into, or thoughts about exposing extremely granular difficulty options to players?" asked viewer agroggybog. They went on to explain that they were an avid modder, digging into the guts of games like Pillars of Eternity 2: Deadfire to tweak the progression curves of player stats⁠—which is about as granular a difficulty modifier as you can get.

They further asked for Sawyer's thoughts on the cost/benefit analysis of letting players get so far into the weeds "officially," or at least baking in the modding freedom to do so.

"If it cost nothing⁠—which it does not⁠—then I would say let players in-game set their difficulty options however they like," said Sawyer. "And when it comes to exposing data tables and letting players mod that stuff, let 'em do whatever the heck they want."

The nature of this question has changed over the course of his career, though⁠—he pointed to Black Isle and early Obsidian RPGs like Icewind Dale, Neverwinter Nights 2, and Fallout: New Vegas as games that easily allow for this level difficulty customization through modding. According to Sawyer, it's "more difficult to expose those things, especially on a data level" these days.

In terms of offering such "micro-difficulty" options in-game, he characterized it as a relatively deprioritized aspect of making a game, given the challenges and limited resources characteristic to game development. "I'm not saying this is the way it should be," said Sawyer. "I'm saying this is the way that it typically goes in game development."

But when working on difficulty settings in RPGs, broad or granular, Sawyer has gravitated toward designing for types of player, rather than level of difficulty. "I don't think, 'This is an easy player, this is a hard player.' I think you have players that come to the games for different reasons," Sawyer said. "It's more about 'What are they trying to get out of this game?'" To that end, he broke down RPG enjoyers (and thus Obsidian's target audience) into three broad categories:

  • Explorer: People with jobs, or "here for a good time, not a hard time" according to Sawyer. "Likely time-limited and involved for a story that they enjoy, and they don't want to redo things."
  • Adventurer: The Joe Sixpack median RPG player who "wants a little more friction, wants a little more challenge," but they probably don't know what THAC0 is and understandably don't care to find out.
  • Survivalist: Real sick puppies, the ones who complete Pillars of Eternity's "The Ultimate Challenge" or relax by playing Fallout 4 on Survival. Sawyer notes that, while they may appreciate aesthetics and story, they want games that are "immersive and simulative in the mechanics."

Only three types may seem reductive, but it really does cover the sorts of RPG players I've met and been. Me and my friends all used to be adventurers, but now I'm a survivalist and those friends are lawyers and scientists (explorers, if they play at all).

One thing Sawyer said that got me thinking was that "Survivalists aren't necessarily interested in Pentiment," an amusing assessment of the combat-free mystery adventure. On a second glance, though, its complex network of choices and consequences could be an example of immersive or simulative mechanics⁠—it's certainly an aspect of design that guys on RPG Codex like to argue and get mad about, which is survivalist-coded.

Towards the end of the video, Sawyer echoes some of the ideas he shared in an interview with us at last year's GDC: Starting with complex, difficult mechanics and features, but being able to collapse them into simpler, easier modes of play based on player preference. One example he gave in the video was bullet drop, the kind you see in Call of Duty or Battlefield. In an RPG, that's survivalist red meat, but possibly annoying for an explorer or adventurer. Sawyer's solution? Giving players the option to turn it off entirely.

"In the end, giving more granular difficulty options is a very good thing," Sawyer concluded. "I think we should prioritize it more⁠—I think I should prioritize it more."

2026 games: All the upcoming games
Best PC games: Our all-time favorites
Free PC games: Freebie fest
Best FPS games: Finest gunplay
Best RPGs: Grand adventures
Best co-op games: Better together



Читайте также

Deadlock's next character fan vote has been won by the littlest guy around, Rem: 'May god have mercy on us all'

Code Vein II стала доступной владельцам Deluxe- и Ultimate-издания

Симулятор доставщика посылок Parcel Delivery Simulator получил положительные оценки




Game24.pro — паблик игровых новостей в календарном формате на основе технологичной новостной информационно-поисковой системы с элементами искусственного интеллекта, гео-отбора и возможностью мгновенной публикации авторского контента в режиме Free Public. Game24.pro — ваши Game News сегодня и сейчас в Вашем городе.

Опубликовать свою новость, реплику, комментарий, анонс и т.д. можно мгновенно — здесь.