- Messages
- 1,837
"TA: If you had a chance to work on any single project right now without any budget or time limitations, and you could get whatever team you wanted, would you make Pentiment 2, Pillars of Eternity 3, or Fallout New Vegas 2?
JS: I don’t think I would make Pentiment 2. I really do feel very satisfied with that game. It’s not like I don’t wanna return to it ever, but I just did it, so I’d probably wait a little bit. I think if it truly was an unlimited budget, I think I would try Pillars 3 because I know what the budget was for Deadfire, which was not a whole lot and I have heard from multiple people what the budget was for Baldur’s Gate 3, and I’m not gonna talk about numbers, but if I got that budget, sure, I’ll make Pillars 3.
I think that would be a lot of fun to do, to do like a high production value party based fantasy RPG. I’m pretty happy with Pillars and Deadfire, but I do think that if it were not crowdfunded, I would probably make it turn based. I’m not saying to not have a real time with pause system, but I do think that the Deadfire turn based system which I can’t take credit for, that Nick Carver and Brian MacIntosh, was really cool. But, the game wasn’t designed for it, so actually designing the game for turn based, fewer encounters, smaller encounters, but much more tactical, I think that would be a lot of fun, and having awesome cinematics and all that stuff. That would be great.
TA: I’m glad you mentioned that, because I was gonna ask what you thought about Baldur’s Gate 3. I’m slowly playing through it. I know you are as well. I think you mentioned how Baldur’s Gate 3 ended the real time with pause versus turn based debate. I also wanted to know what you specifically would like to do in your own game if you didn’t have to worry about what the audience wanted.
JS: I’m still concerned about what the audience wants, but I prefer turn based as well. I just think it’s easier to design more intricate combats. I like games with a lot of stats, obviously. (he laughs). But the problem with real time with pause is that it’s honestly very difficult for people to to actually parse all of that information and one of the things I’ve heard a lot from people who’ve played Deadfire in turn based, is that there were things about the game like the affliction and inspiration system that they didn’t really understand very clearly until they played it in turn based. Other mechanics like penetration, they didn’t fully understand until they played it in turn based. So I’m not saying that all those systems are perfect, but I do think like I like doing more crunchy stuff with systems, and that is it’s just easier to make that stuff clear and work in a turn based setting.
So I would do something like that, I’ve said before the camera in BG3 which is essentially the Divinity Original Sin 2 camera. I don’t prefer that because I like designing for a specific perspective.
I think you could do that with a scripted camera in 3D. I think that would be super cool. You can do that and it can work and be a lot of fun and. I think that’s that’s the thing. For me, most of the problems I have with BG3 have to do with the interface. It has to do with the camera or the interface and how you manage abilities and click on things and some of that stuff is kind of a headache to me to be honest. I really, at least for Pillars and Deadfire, I tried to keep the interface, given that it’s a very complicated game, I tried to make it as simple to interact with as possible, and I think we did a pretty good job on it, so that would continue to be my focus.
Any time I’m gonna make a game where I know that there’s a lot of complexity in it, I want the complexity to be not in interacting with the interface, but in the mental part of it, not the physical part of it."
Check out the rest of the interview by Mikhail Madnani here:
toucharcade.com
JS: I don’t think I would make Pentiment 2. I really do feel very satisfied with that game. It’s not like I don’t wanna return to it ever, but I just did it, so I’d probably wait a little bit. I think if it truly was an unlimited budget, I think I would try Pillars 3 because I know what the budget was for Deadfire, which was not a whole lot and I have heard from multiple people what the budget was for Baldur’s Gate 3, and I’m not gonna talk about numbers, but if I got that budget, sure, I’ll make Pillars 3.
I think that would be a lot of fun to do, to do like a high production value party based fantasy RPG. I’m pretty happy with Pillars and Deadfire, but I do think that if it were not crowdfunded, I would probably make it turn based. I’m not saying to not have a real time with pause system, but I do think that the Deadfire turn based system which I can’t take credit for, that Nick Carver and Brian MacIntosh, was really cool. But, the game wasn’t designed for it, so actually designing the game for turn based, fewer encounters, smaller encounters, but much more tactical, I think that would be a lot of fun, and having awesome cinematics and all that stuff. That would be great.
TA: I’m glad you mentioned that, because I was gonna ask what you thought about Baldur’s Gate 3. I’m slowly playing through it. I know you are as well. I think you mentioned how Baldur’s Gate 3 ended the real time with pause versus turn based debate. I also wanted to know what you specifically would like to do in your own game if you didn’t have to worry about what the audience wanted.
JS: I’m still concerned about what the audience wants, but I prefer turn based as well. I just think it’s easier to design more intricate combats. I like games with a lot of stats, obviously. (he laughs). But the problem with real time with pause is that it’s honestly very difficult for people to to actually parse all of that information and one of the things I’ve heard a lot from people who’ve played Deadfire in turn based, is that there were things about the game like the affliction and inspiration system that they didn’t really understand very clearly until they played it in turn based. Other mechanics like penetration, they didn’t fully understand until they played it in turn based. So I’m not saying that all those systems are perfect, but I do think like I like doing more crunchy stuff with systems, and that is it’s just easier to make that stuff clear and work in a turn based setting.
So I would do something like that, I’ve said before the camera in BG3 which is essentially the Divinity Original Sin 2 camera. I don’t prefer that because I like designing for a specific perspective.
I think you could do that with a scripted camera in 3D. I think that would be super cool. You can do that and it can work and be a lot of fun and. I think that’s that’s the thing. For me, most of the problems I have with BG3 have to do with the interface. It has to do with the camera or the interface and how you manage abilities and click on things and some of that stuff is kind of a headache to me to be honest. I really, at least for Pillars and Deadfire, I tried to keep the interface, given that it’s a very complicated game, I tried to make it as simple to interact with as possible, and I think we did a pretty good job on it, so that would continue to be my focus.
Any time I’m gonna make a game where I know that there’s a lot of complexity in it, I want the complexity to be not in interacting with the interface, but in the mental part of it, not the physical part of it."
Check out the rest of the interview by Mikhail Madnani here:
‘Pentiment’ Anniversary Interview: Josh Sawyer on His Influences, Going From Playing D&D to Designing, a Potential ‘Pillars of Eternity 3’, RPG Mechanics, and More – TouchArcade
I loved Obsidian Entertainment's Pentiment last year, and with its upcoming anniversary, I figured it was a great time to chat with Josh Sawyer (Studio Design Director at Obsidian) about the game, RPG mechanics, his career, the games he is playing now, and a lot more including a few non-gaming...