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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 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
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?’


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