In a recent YouTube discussion, Obsidian’s design director, Josh Sawyer, delved into the profound impact of artistic inspiration on game design. He articulated how video games evoke emotions and provoke thought, particularly through the lens of player experiences, such as embodying a cowboy. This exploration of emotional engagement is particularly evident in titles like Pentiment, where players face weighty decisions that can lead to dire consequences for characters.
Emotional Engagement in Game Design
According to Sawyer, the design team continually revisits the emotional objectives of their games. In Pentiment, the goal was to ensure that players grapple with the difficulty of their choices. He explained, “We wanted the player to feel like making that decision was hard—that they had evidence they were weighing and they were thinking, reflecting about ‘Do I feel okay making this decision?’” This introspection is a critical component of the gaming experience, as it encourages players to engage deeply with the narrative and its moral complexities.
In contrast, other design elements, such as the inventory systems in Pillars of Eternity, serve a different purpose. Sawyer noted that while these systems might disrupt immersion by forcing players to pause their in-game actions, they also shift cognitive focus. “Inventory systems make you stop sneaking and murdering and climbing… and then look at a menu,” he remarked. This transition allows players to evaluate items in terms of value and weight, fostering a different kind of engagement with the game world.
At the heart of these design choices lies a rich tapestry of artistic influences. Sawyer emphasized the importance of symbolism and emotional connections that players associate with various images and archetypes. He draws inspiration from a diverse array of sources, including classical theater, musicals, and even visual art. For instance, in the Fallout: New Vegas DLC, Honest Hearts, he channeled the character development techniques of Robert Bolt, known for his work on Lawrence of Arabia.
Moreover, Sawyer’s creative palette includes the moral dilemmas presented in Greek plays, the intricate beauty of medieval illuminated manuscripts, and the evocative simplicity found in Rothko’s paintings. He believes that inspiration can be drawn from a multitude of places, stating, “So yeah, you can pull inspiration from anywhere and everywhere. And I think it can be continual—and probably should be continual—throughout the process of working on anything.”