RPG players are conditioned to think they’re ‘built different’, says Josh Sawyer, so some of them hate it when games like Pillars of Eternity tell them they can’t do something

Pillars of Eternity 2: Deadfire currently holds the #40 spot on the PC Gamer Top 100, and it stands as a personal favorite among RPG enthusiasts. However, the game has faced its share of criticism, particularly regarding its conclusion, which left some players feeling unfulfilled.

Exploring the Narrative Depth

The narrative of Deadfire centers on the resurrection of the nearly deceased god Eothas and the protagonist’s mission to thwart his potentially catastrophic plans. Yet, as the story unfolds, players come to realize the futility of their efforts against a deity. The climactic confrontation reveals a stark truth: stopping Eothas is simply beyond the player’s reach, a revelation that many found unsatisfactory.

In a recent reflection, Deadfire director Josh Sawyer shared insights into the intentions behind Eothas’ storyline and the varied reactions from players. “You can’t stop Eothas,” Sawyer explained. “We’re upfront about this, and we try to signal that he exists on a plane far beyond the player’s capabilities. However, many players come into RPGs conditioned to believe, ‘I can overcome anything.'” This expectation, Sawyer noted, clashes with the reality presented in Deadfire.

While players can influence the game world and make significant choices that lead to substantial consequences, the ultimate power of Eothas remains unassailable. Sawyer aimed to challenge the conventional notion of the all-powerful protagonist, emphasizing that within the Pillars of Eternity universe, gods are inherently self-serving, often manipulating mortals for their own ends. “Eothas does this to you as well,” he remarked.

Despite the player’s formidable abilities and the array of impressive skills at their disposal, the gods remain indifferent to mortal concerns. This dynamic is a core aspect of what makes Deadfire resonate with players on a deeper level. Sawyer and his team were not merely attempting to frustrate players; they sought to delve into the complexities of power and its limitations. “You might have extraordinary abilities, but some challenges—like mass starvation—cannot be resolved through sheer force,” Sawyer noted. “Many issues are fundamentally human, reflecting the realities of life and coexistence, even in a fantastical setting.”

For some, this philosophical approach may have rendered Deadfire’s conclusion less satisfying. Yet, for others, it solidified the game’s status as a timeless classic, rich in narrative depth and emotional resonance.

AppWizard
RPG players are conditioned to think they're 'built different', says Josh Sawyer, so some of them hate it when games like Pillars of Eternity tell them they can't do something