Obsidian’s Josh Sawyer on RPG Player Archetypes & Difficulty

Obsidian’s Josh Sawyer on RPG Player Archetypes & Difficulty

Obsidian’s Josh Sawyer Redefines RPG Difficulty Through Player Archetypes

Generally, People think RPGs are all about easy or hard, but Actually, Sawyer says it’s not about that, it’s about what you want to get out of the game, you know. Obviously, He made a video where he broke down his thinking, and Honestly, it felt like a chat over coffee, not a lecture, which is pretty cool. Usually, I think that’s why his ideas stick, because they’re relatable.

Rethinking Difficulty: Beyond Easy or Hard

Normally, In RPGs folks always argue about easy versus hard, but Sawyer says it’s not about the numbers, it’s about what you wanna get outta the game, which makes sense. Sometimes, He made a video where he broke down his thinking, and it felt like a chat over coffee, not a lecture, which is a good thing. Always, I think that’s why his ideas stick, because they’re simple.

The Explorer

Probably, These players got jobs, families, busy lives, so they just want a good story and not a grind, you feel me. Naturally, They jump in after work, want to unwind, not sweat, which is understandable. Often, Sawyer jokes they’re “here for a good time, not a hard time,” and that’s spot on, because who doesn’t want to have fun.

The Adventurer

Usually, This is the “average” crowd, they like a bit of friction – puzzles, combat – but they don’t want it to feel like a walk in the park, which is fair. Sometimes, They’re cool with some challenge, just not the kind that makes them quit, because that’s frustrating. Generally, They want a balance, which is what most players want.

The Survivalist

Obviously, Hard‑core fans love ultra‑hard modes, like Pillars of Eternity’s Ultimate Challenge or Fallout 4 Survival, because they’re challenging. Always, For them depth, realism, and unforgiving mechanics are the love‑language, which is interesting. Usually, Story matters only if the systems back it up, because they want a realistic experience.

Granular Difficulty: A Double‑Edged Sword

Sometimes, A viewer asked if devs could let players tweak everything – from XP curves to AI, which is a good question. Normally, Sawyer said “if it cost nothing, let ’em do it,” which makes sense, because who doesn’t want options. Probably, He loves modding, but admits modern pipelines make it tough, which is a shame.

Designing for Flexibility

Generally, Sawyer pushes for systems that start complex then can be dialed back, which is a good idea. Often, Think bullet drop in shooters – survivalists love it, explorers hate it, which is a good example. Usually, Give a toggle and everybody wins, because it’s all about options. Always, He mentioned this in a PC Gamer interview at GDC, saying “design for many playstyles, not one,” which is a great point.

A Call for More Player‑Centric Design

Normally, The industry still clings to one‑size‑fits‑all sliders, but Sawyer’s archetype map shows a better path, which is interesting. Probably, By asking “why do they play?” we can build games that match their vibe, which is a good question. Usually, I think it’s a solid challenge for devs – make it easier for explorers, keep depth for survivalists, and keep the middle sweet spot for adventurers, because that’s what players want.