Going by this other Josh post that incensed me in the past (https://rpgcodex.net/forums/threads/josh-sawyer-appreciation-station.133811/page-36#post-8324533) he can't stand the genre conventions and has an overpowering urge to ground them in gritty realism, as opposed to the other way of dealing with distaste for such conventions and turning them into a quippy joke.
Josh is causing this uprising to heat up Pillars 3 announcement.I like that Josh is still causing you grognards so much butthurt
Sawyer laments over how he absolutely had to have a six-attribute system. It was his own brain that told him he had to do it this way, but then he blames grognards for making him do it, even though they hate his attributes and would have preferred him either using D&D stats or just doing whatever the hell he wants since it makes no difference.I could get on board with "dump stats are bad", but it didn't even materalize in real gameplay because everybody dumps Res.
So it's not as if playerbase rejected Sawyers amazing innovations, he just failed to implement these in the game at all.
This is pure bullshit. He claims he kept the mechanics "exactly the same" as the Infinity Engine games, but he only kept superficial things, like the names of certain spells, while making the actual mechanics entirely different, to the detriment of gameplay."Honestly, I have to say it felt like the most compromised games I worked on were Pillars of Eternity 1 and 2," Sawyer said. "Because when I came back to that format, I was like, 'Oh, I worked on these two [Icewind Dale] games, and then I worked on Neverwinter Nights 2, and now I have a bunch of new ideas for how differently I would do it if I were doing it on my own.' But they were crowdfunded games and the audience was like, 'No, we want D&D, we want exactly the same experience as the Infinity Engine games.'"
The fact that backers had already paid for an RPG that, in the words of that first Kickstarter(opens in new tab), "pays homage to the great Infinity Engine games of years past", meant Sawyer felt he had to keep Pillars of Eternity retro even in places where he had better ideas. "I did feel a sense of obligation," he said, "but also I felt like I was making bad design decisions ultimately, like I was making a game worse to appeal to the sensibilities of the audience that wanted something ultra nostalgic."
The problem with PoE's abilities and spells is that most of them are superficial variations of each other, and usually boil down to 'do damage in a needlessly convoluted manner' or 'minor stat (de)buff for a few seconds'. PoE has far more abilities and spells than Baldur's Gate, but very few of them are meaningfully different from each other.
D&D has a Magic Missile spell that always remains useful, because the amount of missiles increases as you level up and it's one of the few spells that has no saving throw, meaning it can't be resisted. PoE has an entire line of 'Minoletta's missiles' spells, all of which are quickly outclassed by other spells. It's all bloat.
A cynical person might think this was done on purpose to create the illusion of a deep ability/spell system, because programming lots of unique effects for spells and abilities is very resource-intensive. But I think it has more to with Sawyer being a bad designer, or at least not understanding what makes fantasy RPGs fun to play.
It's not exactly a mystery why so many of PoE's encounters felt like busywork. It's because of the removal of any meaningful consequences, meaning combat has no stakes.
For example, here is how death works in the IE games:
Here is how death works in PoE:
- Reaching 0 HP results in a character's death. Resurrection is possible, but not readily available at lower levels.
- Reaching -10 HP, being struck while petrified or being disintegrated results in permadeath, with no possibility for resurrection.
- Reaching 0 hp doesn't result in death, as the character simply stands up after combat and regenerates. Only after 'dying' about half a dozen times is the character in any actual danger of permadeath.
Sawyer effectively adopted the same forgiving death mechanics Bioware has been using since Kotor. In the IE games (perma)death can occur at any time. In PoE, you get so many second chances a character can basically only ever die if you deliberately allow it.
Deadfire's inclusion of a turn-based mode could be considered an improvement. Of course, they did it not out of any desire to improve gameplay, but because they were envious of the massive success of turn-based RPGs like Divinity: Original Sin. Which just shows how completely creatively bankrupt Obsidian is.Deadfire moved even further away from IE design with its per-encounter bullshit, and surprise surprise it made the game worse. Maybe the players know better than you, Josh.
They added full VO during production because they were jealous of DOS 2 success. They didn't bother adding turn-based until a year after release, and it was hacked in by two people. It should've been part of the design document from the initial brainstorming session, but as you said they're creatively bankrupt. I'm not convinced there's anyone left at Obsidian with any sort of vision. When given carte blanche to make his dream game, Sawyer churned out a Name of the Rose visual novel.Deadfire's inclusion of a turn-based mode could be considered an improvement. Of course, they did it not out of any desire to improve gameplay, but because they were envious of the massive success of turn-based RPGs like Divinity: Original Sin. Which just shows how completely creatively bankrupt Obsidian is.
(and of course in some respects Josh's mechanics were more grounded in realism, with their greater emphasis on damage types/resistances and action speeds compared to classic D&D)
I'm not sure if the mustache is thrown in there to horrify people even further or if it's the last thing defending his latent masculinity from transitioning into the abyss.Seriously, what is it with him looking like a woman who decided to transition at 60yo. It's even more disturbing than his game design ideas.
Christ, are we back to this again? PoE's design is riddled with stupid decisions and, almost systematically, what's good about it is lifted from the IE and what's bad is where Sawyer tried to reinvent the fucking wheel. The "nostalgic audience" didn't hold PoE back, it propped it up. At least the first time around, as much as you can prop up a half-arsed "homage", and by the sequel, they moved on to greener pastures."I did feel a sense of obligation," he said, "but also I felt like I was making bad design decisions ultimately, like I was making a game worse to appeal to the sensibilities of the audience that wanted something ultra nostalgic."
Seriously, what is it with him looking like a woman who decided to transition at 60yo. It's even more disturbing than his game design ideas.
Sorry but posts like these are cope. He's a tall dude who works out, that look gets top tier West Coast art hoe pussy if he wants it.He looks like 1970s pedophile who just got released after 40 years in prison.
Wrong account Josh...Seriously, what is it with him looking like a woman who decided to transition at 60yo. It's even more disturbing than his game design ideas.Sorry but posts like these are cope. He's a tall dude who works out, that look gets top tier West Coast art hoe pussy if he wants it.He looks like 1970s pedophile who just got released after 40 years in prison.