The Great ThunThun*
How DARE you!?
- Joined
- Mar 8, 2018
- Messages
- 583
Sawyer did not hype up POE as any such thing. And do you really think the game bombed because he didn't use RPGcodex specifically as a guide? Since we're bringing up psychology and all, I have to ask... are you sure all this talk of arrogant people losing touch with reality isn't projection?
I will try to give this criticism a challenge from my point of view.
Firstly, let me clarify that I personally do not think that Sawyer is arrogant. I think he is not particularly good at this mechanics design business; but then who is, right? That is the real problem. Criticizing D&D is easy. Heck I do it all the time, but I do acknowledge every so often whenever I have a conversation with others on the topic, that D&D is *fun*. It is not balanced or fair but when the content around it is organized correctly (Read, DM) then it can work quite well. This is why it works despite its many falls; it is entertaining. It serves as a scaffold to tell good stories and allows a significant amount of roleplay. This is the crucial insights in designing any RPG: add enough content to acknowledge roleplay, lest it becomes "larp". A game that does this well will surely end up being more memorable "cough* PST/VMTB/Deus EC *cough* than any well-balanced game. So when a designer comes without any previous history of good design makes comments like "D&D is wrong and I can do better", then he is sure to be seen as arrogant by some. A brieff comment on that later.
Only on "hardcore" places do you really find people who bitch and moan continuously about mechanics. RPG codex being one of them. Most players of the genre are there to enjoy the plot and they see the mechanics as a tool for advancement in the game, BGs being the prime examples of that sort. In BGs the mechanics complemented that approach because of the general prettiness of the spellcasting and the (few instances of) encounter design that required you to *prepare* in advance.
Sawyer's failure is thus very fundamental. He misunderstood *as I see it* the reason why BGs are popular and tried to reproduce their success by focusing on the portion not responsible for their allure. What surprises me and I am sure, many others here, is that how this mistake was allowed to propagate for a very long time at Obsidian. Someone would/should have pointed this out a long time ago to the team working on PoE. It seems the team suffered a tunnel vision on the design goals aspect.
PoE *did* do one thing right, which was the pretty scenes, but that is all. The rest, which is the feel of a danger, adventure and ego-stroking within the plot was mostly stripped from the game and the *mechanics* was focused on. Unsurprisingly, the mechanics did not interact well with the content implemented rather becoming a hurdle for the player to overcome to get to the actual game. This is where I think PoE lost most of the core audience that came for the story and the adventure.
Another thing which must be mentioned is that Sawyer made a *lot* of amateur mistakes in the beginning of the game, coming up with quite a few absolutely mind-boggling mechanical ideas in the retrospect. Most of them are now gone in PoE2. This itself should ring a lot of alarm bells to many. He is hardly a "legendary" designer. He is still a neonate and would defintiely benefit by making incremental adjustments to D&D instead of coming up with his own stuff.