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 recent video on his YouTube channel, Obsidian studio design director Josh Sawyer shared his insights on the concept of difficulty in game design. Rather than viewing difficulty as a fixed set of challenges for players to conquer, Sawyer emphasizes the importance of understanding player expectations and tailoring experiences to meet those desires.

Granular Difficulty Options and Player Preferences

During the discussion, a viewer named agroggybog posed an intriguing question regarding the potential benefits of offering highly detailed difficulty settings. As an enthusiastic modder, agroggybog has delved into the mechanics of games like Pillars of Eternity 2: Deadfire, adjusting player stats to create a finely tuned progression curve. This level of customization exemplifies the kind of granular difficulty modifications that some players crave.

As Sawyer elaborated, players often seek immersive experiences that resonate with their individual play styles. He categorized RPG players into three distinct types: adventurers, survivalists, and explorers. While this classification may seem simplistic, it effectively captures the diverse motivations of gamers. Sawyer humorously noted that while survivalists may not be drawn to a title like Pentiment, a game devoid of combat, its intricate web of choices and consequences could still appeal to those who appreciate immersive mechanics.

Reflecting on his previous discussions at last year’s GDC, Sawyer reiterated the value of starting with complex mechanics that can be simplified based on player preferences. He cited bullet drop mechanics, commonly found in shooters like Call of Duty or Battlefield, as an example. For survivalists, such features may enhance realism, while adventurers and explorers might find them cumbersome. His solution? Providing players with the option to disable these mechanics entirely.

Ultimately, Sawyer concluded that offering more granular difficulty options is beneficial for both players and developers. He expressed a commitment to prioritizing this approach in future projects, recognizing its potential to enhance player satisfaction and engagement.

AppWizard
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?'