Fallout: New Vegas director Josh Sawyer says Obsidian has ‘Karma Police’ who go through games making sure every skill gets enough cool stuff to do: ‘We’re not gonna leave you out to dry’

In a recent discussion on the Human Can Opener podcast, Obsidian’s design director, Josh Sawyer, shared insights into the studio’s meticulous approach to balance in Fallout: New Vegas. He emphasized the importance of creating a game environment where various character builds can thrive and engage in meaningful interactions, particularly through skill checks in dialogue.

Design Philosophy and Player Experience

“Some people think I’m preoccupied with balance,” Sawyer remarked. “I want people to build characters and have a good time with them. You have to think a little bit, but I don’t like it when players have a character concept that they build, and it’s like ‘Oh, you just built a fundamentally bad character.’” This perspective reflects Obsidian’s commitment to ensuring that every character choice feels rewarding and impactful.

Historically, Obsidian has stood out in the RPG landscape, especially during a time when other studios were less focused on nuanced character interactions. While BioWare often relied on a straightforward persuasion skill for dialogue outcomes, Obsidian took a different route, allowing players to utilize a variety of skills in conversations and gameplay. For instance, in New Vegas, players could recruit a new sheriff for Primm using skills like Science, Barter, or Speech, showcasing the studio’s dedication to build diversity.

In discussing combat mechanics, Sawyer noted the strategic decision to eliminate the Big Guns skill, redistributing those weapons into categories such as Guns, Energy Weapons, and Explosives. “I don’t want people to have to invest in the skill, and then [we] try to support it throughout the game,” he explained. This approach not only enhances gameplay fluidity but also prevents the frustration players might experience if their chosen skills are underutilized.

Building Trust Through Skill Checks

When it comes to skill checks, Sawyer highlighted the necessity of ensuring that each skill is “useful in a really meaningful and unique way.” He believes that designers must cultivate trust with players, allowing them to feel confident that their character choices will lead to engaging experiences. Reflecting on his own gaming experiences, Sawyer recalled the uncertainty of whether certain skills, like persuasion, would matter in gameplay.

He pointed to the work of former Obsidian designer Eric Fenstermaker, who crafted the starting town of Goodsprings, as a pivotal moment in establishing this trust. In quests like Ghost Town Gunfight, players can leverage various skills—such as Sneak, Explosives, Barter, Speech, and Medicine—to influence outcomes, reinforcing the idea that diverse character builds can lead to unique interactions.

“We just wanted to set up the player to believe, however you built your character, it’s not gonna be the same experience, but we’re not gonna let you down,” Sawyer stated. He acknowledged that while achieving perfect balance is unrealistic, Obsidian employs practical measures to ensure that each skill receives adequate attention throughout the game. This includes an informal role on the design team dubbed the “Karma Police,” which reviews scripts to assess how frequently different skills are checked in dialogue and gameplay.

The Challenge of Anticipating Player Needs

In his reflections, Sawyer also touched on the inherent challenges of designing video game RPGs compared to tabletop games. Unlike a game master who can adapt on the fly, game designers must anticipate player needs well in advance. He recounted a college experience where a friend went to great lengths to accommodate his RPG character, highlighting the flexibility that tabletop settings can offer.

“I think that what good DMs and good game designers do is, in RPGs, they want you to feel like, ‘Yeah man, I did a Survival run and I got all these cool interactions,’” Sawyer concluded. This sentiment encapsulates Obsidian’s overarching goal: to provide players with a rich tapestry of experiences that celebrate their unique character choices. Through thoughtful design and a commitment to player agency, the studio continues to shape the landscape of RPGs in meaningful ways.

AppWizard
Fallout: New Vegas director Josh Sawyer says Obsidian has 'Karma Police' who go through games making sure every skill gets enough cool stuff to do: 'We're not gonna leave you out to dry'