In the realm of RPGs, historical authenticity and a touch of realism are not always prioritized by developers. However, there are certain creators who place great importance on these elements to foster a more immersive gaming experience. One such individual is Joshua Eric “Josh” Sawyer, renowned for his contributions to iconic titles like Fallout: New Vegas and Pillars of Eternity. During a recent conversation with PC Gamer, he shared his perspective on this approach, noting its roots in his early work on Icewind Dale, a Dungeons & Dragons-based RPG he co-designed in 2000. “It’s always something that I tried to do in my own, personal tabletop settings,” he remarked, adding, “Just ’cause I feel like, as weird as it is, I feel like once things get too magical, in a sense, it’s impossible to bring it back down to Earth.”
This philosophy extends beyond fantasy realms into titles like Fallout, where the existence of nuclear power and other extraordinary elements still requires grounding in reality. “People do have to eat, they have to drink, they have to deal with the reality of the world,” he explained.
Exploring Struggles in Post-Apocalyptic Settings
For Sawyer, the intriguing aspect of post-apocalyptic scenarios lies in their inherent struggles. “So what are they struggling with and how are they trying to overcome it?” he asks. While some players were frustrated with New Vegas for its “post-post-apocalyptic” setting, Sawyer argues that, over time, populations would evolve, trying to cultivate food and establish trade. “I think just over time, it’s become more and more a part of how I think about designing settings and stories,” he admitted.
The sequel to Pillars of Eternity, Deadfire, embodies this concept well. Sawyer points to how the factions within the game are historically influenced. “Having two colonial factions that were vying against one native culture – this is a thing that has happened historically, a ton – the dynamic becomes very interesting.” He elaborates on the complexities of the narrative: “the native culture is trying to play those powers off against each other, and so the struggle, the dynamic becomes more interesting.” This slice of realism is essential in giving depth to the narrative.
The Challenges of Realism in Game Design
Maintaining realism throughout game design is no simple feat. Sawyer cites teleportation as a prime example, highlighting the importance of how it is conceptualized. “I was very careful to frame it in a way that made sense for the Pillars of Eternity follow-up’s setting.” He stresses that, “It was very controlled, because I have this pet peeve that, once teleportation becomes real, anywhere, everything you understand about logistics and trade and everything, everything, everything changes.” Sawyer strives to manage the mechanics of teleportation to preserve a sense of space and intrigue, bemoaning potential disruptions to narrative immersion. “I think it makes it easier to make stories that are believable, because you understand basic human needs.”
As a seasoned RPG enthusiast, particularly those that lean towards fantasy, I find that a modicum of historical accuracy and realism can significantly enhance the engagement levels in a game.
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