SUBSCRIBE
Tech Journal Now
  • Home
  • News
  • AI
  • Reviews
  • Guides
  • Best Buy
  • Software
  • Games
Reading: 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?’
Share
Tech Journal NowTech Journal Now
Font ResizerAa
  • News
  • Reviews
  • Guides
  • AI
  • Best Buy
  • Games
  • Software
Search
  • Home
  • News
  • AI
  • Reviews
  • Guides
  • Best Buy
  • Software
  • Games
Have an existing account? Sign In
Follow US
© Foxiz News Network. Ruby Design Company. All Rights Reserved.
Tech Journal Now > Games > 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?’
Games

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?’

News Room
Last updated: January 27, 2026 4:31 am
News Room
Share
6 Min Read
SHARE

In a new video on his YouTube channel, Obsidian studio design director Josh Sawyer dug into how he thinks about difficulty when making a game⁠. Ultimately, he sees it as less a question of setting immutable challenges for players to overcome, and more anticipating what they want out of the experience and responding to that.

“Do you have any insights into, or thoughts about exposing extremely granular difficulty options to players?” asked viewer agroggybog. They went on to explain that they were an avid modder, digging into the guts of games like Pillars of Eternity 2: Deadfire to tweak the progression curves of player stats⁠—which is about as granular a difficulty modifier as you can get.

Granular Difficulty, Modding, and Play Styles as Difficulty – YouTube


Watch On

They further asked for Sawyer’s thoughts on the cost/benefit analysis of letting players get so far into the weeds “officially,” or at least baking in the modding freedom to do so.


Related articles

“If it cost nothing⁠—which it does not⁠—then I would say let players in-game set their difficulty options however they like,” said Sawyer. “And when it comes to exposing data tables and letting players mod that stuff, let ’em do whatever the heck they want.”

The nature of this question has changed over the course of his career, though⁠—he pointed to Black Isle and early Obsidian RPGs like Icewind Dale, Neverwinter Nights 2, and Fallout: New Vegas as games that easily allow for this level difficulty customization through modding. According to Sawyer, it’s “more difficult to expose those things, especially on a data level” these days.

In terms of offering such “micro-difficulty” options in-game, he characterized it as a relatively deprioritized aspect of making a game, given the challenges and limited resources characteristic to game development. “I’m not saying this is the way it should be,” said Sawyer. “I’m saying this is the way that it typically goes in game development.”

But when working on difficulty settings in RPGs, broad or granular, Sawyer has gravitated toward designing for types of player, rather than level of difficulty. “I don’t think, ‘This is an easy player, this is a hard player.’ I think you have players that come to the games for different reasons,” Sawyer said. “It’s more about ‘What are they trying to get out of this game?'” To that end, he broke down RPG enjoyers (and thus Obsidian’s target audience) into three broad categories:

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

  • Explorer: People with jobs, or “here for a good time, not a hard time” according to Sawyer. “Likely time-limited and involved for a story that they enjoy, and they don’t want to redo things.”
  • Adventurer: The Joe Sixpack median RPG player who “wants a little more friction, wants a little more challenge,” but they probably don’t know what THAC0 is and understandably don’t care to find out.
  • Survivalist: Real sick puppies, the ones who complete Pillars of Eternity’s “The Ultimate Challenge” or relax by playing Fallout 4 on Survival. Sawyer notes that, while they may appreciate aesthetics and story, they want games that are “immersive and simulative in the mechanics.”

Only three types may seem reductive, but it really does cover the sorts of RPG players I’ve met and been. Me and my friends all used to be adventurers, but now I’m a survivalist and those friends are lawyers and scientists (explorers, if they play at all).

One thing Sawyer said that got me thinking was that “Survivalists aren’t necessarily interested in Pentiment,” an amusing assessment of the combat-free mystery adventure. On a second glance, though, its complex network of choices and consequences could be an example of immersive or simulative mechanics⁠—it’s certainly an aspect of design that guys on RPG Codex like to argue and get mad about, which is survivalist-coded.

Towards the end of the video, Sawyer echoes some of the ideas he shared in an interview with us at last year’s GDC: Starting with complex, difficult mechanics and features, but being able to collapse them into simpler, easier modes of play based on player preference. One example he gave in the video was bullet drop, the kind you see in Call of Duty or Battlefield. In an RPG, that’s survivalist red meat, but possibly annoying for an explorer or adventurer. Sawyer’s solution? Giving players the option to turn it off entirely.

“In the end, giving more granular difficulty options is a very good thing,” Sawyer concluded. “I think we should prioritize it more⁠—I think I should prioritize it more.”

Read the full article here

You Might Also Like

How to complete A Prime Specimen in Arc Raiders

I thought I was crazy for thinking Fallout 4 feels like a perfectly crisp fall day, but that’s exactly what Bethesda was aiming for after a ‘field trip’ to a national park: ‘I was like, this is what our world needs to look like’

The mystery of The Game Awards statue in the desert may be solved, and I have to admit I did not see this one coming

PowerWash Simulator 2 will kick off the new year with its best collaboration yet—hold onto your BMOs because Adventure Time is coming to powerwash

How to complete The League in Arc Raiders

Share This Article
Facebook Twitter Email Print
Leave a comment Leave a comment

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

- Advertisement -
Ad image

Trending Stories

Games

Highguard review | PC Gamer

February 4, 2026
Games

MindsEye studio boss threatens legal action against YouTuber as co-CEO Leslie Benzies denies Epstein allegations: ‘I have never met Jeffrey Epstein, nor have I ever visited his island’

February 4, 2026
Games

Grand Theft Auto 6 ‘launch marketing’ will begin this summer as the November release date remains on track

February 4, 2026
Games

Anime action RPG studio Pahdo Labs shuts down despite accruing $17.5M in funding: ‘We believed making a demo of a familiar but new game would be our best shot’

February 4, 2026
News

Tech Moves: Tableau CEO steps down; Microsoft taps new executive VPs; Avanade’s new CEO

February 4, 2026
Games

Good news, Stardew Valley enthusiasts: the 1.7 update will make children ‘a little more interesting’ and add two new marriage candidates

February 4, 2026

Always Stay Up to Date

Subscribe to our newsletter to get our newest articles instantly!

Follow US on Social Media

Facebook Youtube Steam Twitch Unity

2024 © Prices.com LLC. All Rights Reserved.

Tech Journal Now

Quick Links

  • Privacy Policy
  • Terms of use
  • For Advertisers
  • Contact
Welcome Back!

Sign in to your account

Username or Email Address
Password

Lost your password?