I Never Change Weapons in RPGs, Which Means I've Made Obsidian Director Josh Sawyer's Life a Living Hell
For me, RPGs are about more than just grinding stats or collecting loot — they're about crafting a character that feels personal and meaningful. That's why I've always stuck to specific weapon choices, like revolvers and light armor in New Vegas, or dual flintlock pistols in Pillars of Eternity. These aren't just tools; they're extensions of the character I'm playing, and I rarely deviate from that vision. This habit, however, might have made life a little harder for Obsidian director Josh Sawyer, who has spent years designing armor systems that encourage thoughtful, tactical decisions.
Sawyer, a key figure in the development of Pillars of Eternity and New Vegas, has often spoken about the challenge of designing systems that push players to rethink their choices. In a recent video, he discussed how some players, like myself, resist the idea of switching weapons. "There are players who have a very strong sense of identity with their character," he said, "and when you ask them to switch weapons, it can feel like a violation of that identity."
The Influence of Darklands on Josh Sawyer's Design Philosophy
Sawyer often looks to Darklands, an early-'90s historical RPG, as inspiration for his design ideas. In that game, armor follows a rock-paper-scissors mechanic: certain weapons are effective against specific armors and completely ineffective against others. This means players must make strategic choices about which weapons and armor to use in each encounter, rather than relying on a single, all-purpose setup.
"I think there's something nice about that system," Sawyer explained. "It doesn't make things brainless. You still have to think about what you're doing, and there are a lot of other factors beyond just penetration and damage. Things like weapon speed, range, and usability come into play."
The Challenge of Balancing Tactical Decisions with Player Identity
Despite the appeal of systems like Darklands, Sawyer acknowledges that implementing them in modern RPGs can be tricky — especially when players like me are involved. "When I tell players it's time to not use a certain weapon, some of them get into a crisis," he said. "It interferes with their character’s identity or their Blorbo."
Players often form strong attachments to their preferred weapons, whether it’s a sword, a mace, or a revolver. For some, switching weapons can feel like a betrayal of their character’s role in the story. Sawyer noted that while he wants to encourage tactical flexibility, he also has to respect the player’s desire for roleplay and identity. "Sometimes those changes feel like an infringement on the player’s ideas, and it’s hard to know where the line is."
That’s not to say that players like me are the only obstacle. Designing an armor system that’s both engaging and flexible is a complex task. But when Sawyer brought up players who resist change, I couldn’t help but feel a little responsible. So, for the next Pillars of Eternity run, I’ll make an effort to use a mace — just to give Josh Sawyer a fighting chance.