RPG vet Josh Sawyer keeps things like Fallout and D&D grounded in history because ‘Once things get too magical… it’s impossible to bring it back down to Earth’

When it comes to the world of gaming, few names command as much respect as Josh Sawyer. With a remarkable portfolio that includes directorial roles in titles such as Fallout: New Vegas, Pillars of Eternity 1 and 2, and Pentiment, Sawyer has consistently delivered experiences that resonate deeply with players. His knack for crafting immersive worlds is akin to the highest batting averages in sports, a testament to his skill and dedication.

Grounded Worldbuilding

At the heart of Sawyer’s success lies a distinctive approach to history and worldbuilding. He emphasizes a materialistic perspective, which he believes is crucial for creating believable settings. In a conversation with Ted Litchfield at this year’s GDC, Sawyer reflected on his early work, recalling how even then, he was influenced by the environment around him. For instance, when designing Icewind Dale, he drew inspiration from the fictional locale of Ten Towns, which thrived due to its local supply of Knucklehead Trout.

This philosophy is evident throughout Sawyer’s body of work. In Pentiment, for example, the narrative intricately weaves together contested local histories, showcasing how different factions manipulate these narratives to assert power and influence. The resulting tensions often culminate in conflict, illustrating the complexity of human relationships and societal structures.

Similarly, in Pillars of Eternity, while players may embark on grand quests involving gods and mythical creatures, the game remains anchored in pressing issues such as colonialism and imperialism. Even the divine entities are rooted in historical contexts, adding layers of depth to the storytelling.

The Realities of Post-Apocalyptic Life

Sawyer’s attention to realism extends beyond historical fantasy. In discussing the Fallout series, he acknowledges the fantastical elements, such as nuclear power, but emphasizes the importance of grounding the narrative in the everyday struggles of survival. “What makes post-apocalyptica interesting is the struggle,” he explains. “People have to eat, drink, and navigate the harsh realities of their world.” This perspective led to a nuanced portrayal of life in a post-post-apocalyptic setting in New Vegas, where communities strive to rebuild trade and agriculture over time.

One of the standout examples of Sawyer’s approach can be found in Pillars of Eternity II: Deadfire. The game features factions inspired by historical events, where colonial powers vie against indigenous cultures. This dynamic creates a rich tapestry of conflict and negotiation, reflecting real-world historical struggles. Sawyer notes, “The native culture is trying to play those powers off against each other, and so the struggle becomes more interesting.”

Challenges in Realism

However, grounding conflicts in historical realities presents its own set of challenges. In Deadfire, one questline allows players to teleport a ship across a storm, a mechanic Sawyer approached with caution. He was mindful of the implications teleportation could have on logistics and trade, striving to maintain a sense of space and mystery within the game world. “Once teleportation becomes real, everything changes,” he remarks, highlighting his commitment to crafting believable narratives that resonate with players’ understanding of basic human needs.

In essence, Sawyer’s work exemplifies a thoughtful blend of history, realism, and creativity, inviting players to engage with complex narratives that reflect the intricacies of human experience. As he continues to shape the gaming landscape, his influence remains a guiding force for both developers and players alike.

AppWizard
RPG vet Josh Sawyer keeps things like Fallout and D&D grounded in history because 'Once things get too magical… it's impossible to bring it back down to Earth'