Josh Sawyer’s Vision for Pillars of Eternity 3 with a Dream Budget

Admiration for Josh Sawyer’s Creative Vision

The author’s recent foray into Pentiment left a profound impression, eliciting a reaction best captured by the words, “Man. Wow. Holy cow.” This experience led to days of pensive reflection on the very essence of existence. Such deep contemplation brought forth the notion that Obsidian Entertainment should, perhaps whimsically, grant Josh Sawyer a substantial budget every half-decade and simply await his return with another masterpiece. The admiration for Sawyer’s work is palpable, with the suggestion that his projects, fueled by adequate funding, could reach new heights of gaming excellence.

Josh Sawyer’s Potential Projects with Unlimited Budget

Game designer Josh Sawyer has expressed a keen interest in developing Pillars of Eternity 3, provided he has access to a budget akin to that of Baldur’s Gate 3. The financial aspect is a significant factor for Sawyer, who is well-aware of the constraints faced during the creation of Pillars of Eternity 2: Deadfire. With a more substantial budget, he envisions elevating the production value of the game and exploring a different approach to its mechanics.

Game Budget Considerations
Pillars of Eternity 2: Deadfire Limited budget, crowdfunded
Baldur’s Gate 3 Significantly higher budget, not disclosed

Sawyer’s aspiration to work with a larger budget reflects a desire to delve into a “high production value” RPG, which would not only enhance the cinematic experience but also allow for a more tactical approach to game design. Specifically, he mentions the potential shift from real-time with pause (RTWP) to a turn-based combat system, which could lead to more strategic and engaging encounters.

Crowdfunding for Pillars of Eternity

The development of the Pillars of Eternity series has been notably marked by its reliance on crowdfunding. The first game in the series, Pillars of Eternity 1, was funded through Kickstarter, while its sequel, Pillars of Eternity 2: Deadfire, turned to the now-defunct platform Fig for financial support. This method of funding allowed Obsidian Entertainment to bring their vision to life with the help of a community of backers.

  • Benefits of Crowdfunding:
    • Direct engagement with the gaming community
    • Ability to gauge interest and validate the project’s appeal
    • Flexibility to develop creative and ambitious projects without traditional publisher constraints
  • Challenges of Crowdfunding:
    • Uncertainty of meeting funding goals
    • Pressure to deliver on promises and backer expectations
    • Managing stretch goals and scope to prevent project overextension

The crowdfunding approach has been a double-edged sword, offering both freedom and challenges in the creation of these beloved RPGs. The community support was instrumental in the success of the games, yet it also imposed a set of expectations and responsibilities on the developers to fulfill their commitments to backers.

Game Mechanics and Design Philosophy

Josh Sawyer, a seasoned game designer, has a clear preference for turn-based combat systems over the traditional real-time with pause (RTWP) approach. This preference stems from the belief that turn-based combat allows for a clearer and more tactical understanding of the game’s mechanics. In the case of Pillars of Eternity 2: Deadfire, the introduction of a turn-based mode in a post-launch update was a game-changer for many players. It clarified the combat mechanics, making the intricate systems more accessible and enjoyable.

Sawyer appreciates the depth and complexity that can be achieved with turn-based gameplay, which he believes can lead to more engaging and strategic encounters. The potential for a turn-based system was not fully realized in Deadfire, as the game was not originally designed with this in mind. However, with the right budget and development focus, Sawyer envisions a future project where turn-based mechanics are at the forefront, enhancing the overall player experience.

Beyond Game Design – A Glimpse into Josh Sawyer’s World

The Touch Arcade interview with Josh Sawyer delved into a variety of topics that extend well beyond the realm of game design. It offered insights into how Sawyer first entered the gaming industry, shedding light on the path that led him to become a studio design director. His role encompasses a broad range of responsibilities, from overseeing game development to ensuring that the creative vision is consistently aligned with the studio’s goals.

Personal anecdotes added a touch of humanity to the conversation, such as the mishap of breaking the oil pan in his car and leaving an unsightly stain in the Obsidian parking lot, an incident he candidly admits was “not cool.” The interview also touched on lighter subjects, including Sawyer’s favorite cheese, adding a flavorful twist to the discussion and showcasing his personal tastes.

This comprehensive interview painted a portrait of a multifaceted individual, one who not only shapes the world of gaming with his design philosophy but also navigates the everyday challenges and joys of life with a relatable and down-to-earth perspective.

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Richard O'nelly

Richard O'Nelly is a seasoned technology writer with a flair for demystifying the latest digital trends. With expertise spanning software development, cybersecurity, and gadget reviews, Richard's articles and blogs offer a deep dive into the tech world. His clear, engaging writing style makes complex concepts accessible to a wide audience, inspiring both tech-savvy readers and newcomers to embrace the ever-evolving landscape of technology.